1import{cw as n,fw as t,cV as l,c_ as r,fq as s,fr as c,fx as d,fy as f,cN as g,cO as h,cP as m,cT as u,fz as F,cQ as _,cR as p,fA as v}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:{},i=new e.Error().stack;i&&(e._sentryDebugIds=e._sentryDebugIds||{},e._sentryDebugIds[i]="f0e426af-24ee-42cf-80df-24c02e0764fd",e._sentryDebugIdIdentifier="sentry-dbid-f0e426af-24ee-42cf-80df-24c02e0764fd")}catch{}const a="shadowOnlyPixelShader",o=`precision highp float; 2#include<__decl__sceneFragment> 3uniform float alpha;uniform vec3 shadowColor;varying vec3 vPositionW; 4#ifdef NORMAL 5varying vec3 vNormalW; 6#endif 7#include<helperFunctions> 8#include<__decl__lightFragment>[0..maxSimultaneousLights] 9#include<lightsFragmentFunctions> 10#include<shadowsFragmentFunctions> 11#include<clipPlaneFragmentDeclaration> 12#ifdef LOGARITHMICDEPTH 13#extension GL_EXT_frag_depth : enable 14#endif 15#include<logDepthDeclaration> 16#include<fogFragmentDeclaration> 17#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0 18varying float vViewDepth; 19#endif 20#define CUSTOM_FRAGMENT_DEFINITIONS 21void main(void) { 22#define CUSTOM_FRAGMENT_MAIN_BEGIN 23#include<clipPlaneFragment> 24vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW); 25#ifdef NORMAL 26vec3 normalW=normalize(vNormalW); 27#else 28vec3 normalW=vec3(1.0,1.0,1.0); 29#endif 30vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.; 31#include<lightFragment>[0..1] 32vec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha); 33#include<logDepthFragment> 34#include<fogFragment> 35gl_FragColor=color; 36#include<imageProcessingCompatibility> 37#define CUSTOM_FRAGMENT_MAIN_END 38}`;n.ShadersStore[a]||(n.ShadersStore[a]=o);const D=[t,l,r,s,c,d,f,g,h,m,u,F,_,p,v];for(const e of D)n.IncludesShadersStore[e.name]||(n.IncludesShadersStore[e.name]=e.shader);const T={name:a,shader:o};export{T as shadowOnlyPixelShader};
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.