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};
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.