import{S as e}from"./index-CDrXokXW.js";import"./vertexColorMixing-DUmDzlXI.js";import"./defaultUboDeclaration-D-7rPLB4.js";import"./helperFunctions-BkWNqKeI.js";import"./bakedVertexAnimation-BwUJBnNt.js";import"./instancesDeclaration-BAnfKLCo.js";import"./mainUVVaryingDeclaration-CYLIf35n.js";import"./bumpVertexDeclaration-Bd2S82Ce.js";import"./clipPlaneVertex-Bmw4TNCQ.js";import"./logDepthVertex-DDooPwab.js";import"./shadowsVertex-DbGd-etA.js";import"./morphTargetsVertex-7Q90Wwr8.js";import"./logDepthDeclaration-DbMKMukk.js";import"./bumpVertex-B5e3s1jQ.js";import"./pointCloudVertex-C-QHJpr_.js";import"./index-DWyDLubb.js";import"./sceneUboDeclaration-C4vXUqkq.js";import"./meshUboDeclaration-C6raEdzf.js";const n="defaultVertexDeclaration",d=`uniform mat4 viewProjection;
#ifdef MULTIVIEW
mat4 viewProjectionR;
#endif 
uniform mat4 view;
#ifdef DIFFUSE
uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;
#endif
#ifdef AMBIENT
uniform mat4 ambientMatrix;uniform vec2 vAmbientInfos;
#endif
#ifdef OPACITY
uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
#endif
#ifdef EMISSIVE
uniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;
#endif
#ifdef LIGHTMAP
uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
#endif
#if defined(SPECULAR) && defined(SPECULARTERM)
uniform vec2 vSpecularInfos;uniform mat4 specularMatrix;
#endif
#ifdef BUMP
uniform vec3 vBumpInfos;uniform mat4 bumpMatrix;
#endif
#ifdef REFLECTION
uniform mat4 reflectionMatrix;
#endif
#ifdef POINTSIZE
uniform float pointSize;
#endif
#ifdef DETAIL
uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
#endif
uniform vec4 cameraInfo;
#include<decalVertexDeclaration>
#define ADDITIONAL_VERTEX_DECLARATION
`;e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=d);const i="defaultVertexShader",t=`#define CUSTOM_VERTEX_EXTENSION
#include<__decl__defaultVertex>
#define CUSTOM_VERTEX_BEGIN
attribute vec3 position;
#ifdef NORMAL
attribute vec3 normal;
#endif
#ifdef TANGENT
attribute vec4 tangent;
#endif
#ifdef UV1
attribute vec2 uv;
#endif
#include<uvAttributeDeclaration>[2..7]
#ifdef VERTEXCOLOR
attribute vec4 color;
#endif
#include<helperFunctions>
#include<bonesDeclaration>
#include<bakedVertexAnimationDeclaration>
#include<instancesDeclaration>
#include<prePassVertexDeclaration>
#include<mainUVVaryingDeclaration>[1..7]
#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
#if defined(SPECULARTERM)
#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
#endif
#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
varying vec3 vPositionW;
#ifdef NORMAL
varying vec3 vNormalW;
#endif
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
varying vec4 vColor;
#endif
#include<bumpVertexDeclaration>
#include<clipPlaneVertexDeclaration>
#include<fogVertexDeclaration>
#include<__decl__lightVxFragment>[0..maxSimultaneousLights]
#include<morphTargetsVertexGlobalDeclaration>
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
#ifdef REFLECTIONMAP_SKYBOX
varying vec3 vPositionUVW;
#endif
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
varying vec3 vDirectionW;
#endif
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
varying float vViewDepth;
#endif
#include<logDepthDeclaration>
#define CUSTOM_VERTEX_DEFINITIONS
void main(void) {
#define CUSTOM_VERTEX_MAIN_BEGIN
vec3 positionUpdated=position;
#ifdef NORMAL
vec3 normalUpdated=normal;
#endif
#ifdef TANGENT
vec4 tangentUpdated=tangent;
#endif
#ifdef UV1
vec2 uvUpdated=uv;
#endif
#ifdef UV2
vec2 uv2Updated=uv2;
#endif
#ifdef VERTEXCOLOR
vec4 colorUpdated=color;
#endif
#include<morphTargetsVertexGlobal>
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
#ifdef REFLECTIONMAP_SKYBOX
vPositionUVW=positionUpdated;
#endif
#define CUSTOM_VERTEX_UPDATE_POSITION
#define CUSTOM_VERTEX_UPDATE_NORMAL
#include<instancesVertex>
#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
#endif
#include<bonesVertex>
#include<bakedVertexAnimation>
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
#ifdef NORMAL
mat3 normalWorld=mat3(finalWorld);
#if defined(INSTANCES) && defined(THIN_INSTANCES)
vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
#else
#ifdef NONUNIFORMSCALING
normalWorld=transposeMat3(inverseMat3(normalWorld));
#endif
vNormalW=normalize(normalWorld*normalUpdated);
#endif
#endif
#define CUSTOM_VERTEX_UPDATE_WORLDPOS
#ifdef MULTIVIEW
if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
#else
gl_Position=viewProjection*worldPos;
#endif
vPositionW=vec3(worldPos);
#ifdef PREPASS
#include<prePassVertex>
#endif
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
#endif
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
#ifdef RIGHT_HANDED
vViewDepth=-(view*worldPos).z;
#else
vViewDepth=(view*worldPos).z;
#endif
#endif
#ifndef UV1
vec2 uvUpdated=vec2(0.,0.);
#endif
#ifndef UV2
vec2 uv2Updated=vec2(0.,0.);
#endif
#ifdef MAINUV1
vMainUV1=uvUpdated;
#endif
#ifdef MAINUV2
vMainUV2=uv2Updated;
#endif
#include<uvVariableDeclaration>[3..7]
#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
#if defined(SPECULARTERM)
#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
#endif
#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
#include<bumpVertex>
#include<clipPlaneVertex>
#include<fogVertex>
#include<shadowsVertex>[0..maxSimultaneousLights]
#include<vertexColorMixing>
#include<pointCloudVertex>
#include<logDepthVertex>
#define CUSTOM_VERTEX_MAIN_END
}
`;e.ShadersStore[i]||(e.ShadersStore[i]=t);const T={name:i,shader:t};export{T as defaultVertexShader};
