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https://app.rooom.com/assets/grid.vertex-I8hDWRME.js

js rooom.com collected 2026-09-24 09:37:22 UTC 2,020 bytes, 46 lines download raw bytes

1import{cw as i,fo as o,fp as c,cV as r,cO as d,cZ as s,cY as f,fs as l,d1 as v,d0 as p,d2 as u}from"./babylonjs-BJ4KKJpI.js";import"./index-C38E2mBW.js";try{let e=typeof window<"u"?window:typeof global<"u"?global:typeof globalThis<"u"?globalThis:typeof self<"u"?self:{},t=new e.Error().stack;t&&(e._sentryDebugIds=e._sentryDebugIds||{},e._sentryDebugIds[t]="5930c8e1-f871-4968-bfcc-c8a568e193b9",e._sentryDebugIdIdentifier="sentry-dbid-5930c8e1-f871-4968-bfcc-c8a568e193b9")}catch{}const n="gridVertexShader",a=`precision highp float;attribute vec3 position;attribute vec3 normal;
2#ifdef UV1
3attribute vec2 uv;
4#endif
5#ifdef UV2
6attribute vec2 uv2;
7#endif
8#include<instancesDeclaration>
9#include<__decl__sceneVertex>
10varying vec3 vPosition;varying vec3 vNormal;
11#if defined(HORIZON_FADE) || defined(BELOW_LINE_COLOR) || defined(ORIGIN_MARKER)
12varying vec3 vWorldPos;
13#endif
14#include<logDepthDeclaration>
15#include<fogVertexDeclaration>
16#ifdef OPACITY
17varying vec2 vOpacityUV;uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
18#endif
19#include<clipPlaneVertexDeclaration>
20#define CUSTOM_VERTEX_DEFINITIONS
21void main(void) {
22#define CUSTOM_VERTEX_MAIN_BEGIN
23#include<instancesVertex>
24vec4 worldPos=finalWorld*vec4(position,1.0);
25#include<fogVertex>
26vec4 cameraSpacePosition=view*worldPos;gl_Position=projection*cameraSpacePosition;
27#ifdef OPACITY
28#ifndef UV1
29vec2 uv=vec2(0.,0.);
30#endif
31#ifndef UV2
32vec2 uv2=vec2(0.,0.);
33#endif
34if (vOpacityInfos.x==0.)
35{vOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));}
36else
37{vOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));}
38#endif 
39#include<clipPlaneVertex>
40#include<logDepthVertex>
41vPosition=position;vNormal=normal;
42#if defined(HORIZON_FADE) || defined(BELOW_LINE_COLOR) || defined(ORIGIN_MARKER)
43vWorldPos=worldPos.xyz;
44#endif
45#define CUSTOM_VERTEX_MAIN_END
46}`;i.ShadersStore[n]||(i.ShadersStore[n]=a);const V=[o,c,r,d,s,f,l,v,p,u];for(const e of V)i.IncludesShadersStore[e.name]||(i.IncludesShadersStore[e.name]=e.shader);const g={name:n,shader:a};export{g as gridVertexShader};

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