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- import { Effect } from "babylonjs";
- let name = 'gridVertexShader';
- let shader = `precision highp float;
- attribute vec3 position;
- attribute vec3 normal;
- uniform mat4 projection;
- uniform mat4 world;
- uniform mat4 view;
- uniform mat4 worldView;
- #ifdef TRANSPARENT
- varying vec4 vCameraSpacePosition;
- #endif
- varying vec3 vPosition;
- varying vec3 vNormal;
- #include<fogVertexDeclaration>
- void main(void) {
- #ifdef FOG
- vec4 worldPos=world*vec4(position,1.0);
- #endif
- #include<fogVertex>
- vec4 cameraSpacePosition=worldView*vec4(position,1.0);
- gl_Position=projection*cameraSpacePosition;
- #ifdef TRANSPARENT
- vCameraSpacePosition=cameraSpacePosition;
- #endif
- vPosition=position;
- vNormal=normal;
- }`;
- Effect.ShadersStore[name] = shader;
- export { shader, name };
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