import{S as n}from"./Viewer-DVCEMRp5.js";import"./bonesVertex-B72aYlMi.js";import"./clipPlaneVertex-L9tMAQxe.js";import"./vertexColorMixing-D-DdWwxQ.js";import"./vuetify-Ce4WN_Dg.js";import"./overlayscrollbars-CiKU261J.js";import"./index-Bku7SJna.js";import"./echarts-DzoUeqWp.js";import"./codemirror-ZSHHXwGs.js";const e="colorVertexShader",i="attribute position: vec3f;\n#ifdef VERTEXCOLOR\nattribute color: vec4f;\n#endif\n#include\n#include\n#include\n#include\n#ifdef FOG\nuniform view: mat4x4f;\n#endif\n#include\nuniform viewProjection: mat4x4f;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include\n#include\n#include\nvar worldPos: vec4f=finalWorld* vec4f(input.position,1.0);vertexOutputs.position=uniforms.viewProjection*worldPos;\n#include\n#include\n#include\n#define CUSTOM_VERTEX_MAIN_END\n}";n.ShadersStoreWGSL[e]=i;const s={name:e,shader:i};export{s as colorVertexShaderWGSL};