import{S as t}from"./Viewer-DVCEMRp5.js";import"./bakedVertexAnimation-jXsepPDt.js";import"./morphTargetsVertex-Dur5DJ01.js";import"./vuetify-Ce4WN_Dg.js";import"./overlayscrollbars-CiKU261J.js";import"./index-Bku7SJna.js";import"./echarts-DzoUeqWp.js";import"./codemirror-ZSHHXwGs.js";const e="glowMapGenerationVertexShader",i="attribute vec3 position;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;varying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef DIFFUSE\nvarying vec2 vUVDiffuse;uniform mat4 diffuseMatrix;\n#endif\n#ifdef OPACITY\nvarying vec2 vUVOpacity;uniform mat4 opacityMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;uniform mat4 emissiveMatrix;\n#endif\n#ifdef VERTEXALPHA\nattribute vec4 color;varying vec4 vColor;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef CUBEMAP\nvPosition=worldPos;gl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*worldPos;gl_Position=vPosition;\n#endif\n#ifdef DIFFUSE\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef OPACITY\n#ifdef OPACITYUV1\nvUVOpacity=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef OPACITYUV2\nvUVOpacity=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef VERTEXALPHA\nvColor=color;\n#endif\n#include<clipPlaneVertex>\n}";t.ShadersStore[e]=i;const s={name:e,shader:i};export{s as glowMapGenerationVertexShader};
