app
JST Connector Studio: manufacturer 3D mate editor
Public Unreviewedby John Lauer
Interactive Babylon 9.5 studio for JST wire-to-board connectors: load a system (PH/XH/SH/GH/ZH), see the JST manufacturer housing+wire+ds2sf footprint mate in a looping animation next to the KiCad hou
import { bW as t } from "./chunk-CrnJfeNw.js";
const e = "skyVertexShader", i = `attribute position: vec3f;
#ifdef VERTEXCOLOR
attribute color: vec4f;
#endif
uniform world: mat4x4f;uniform view: mat4x4f;uniform viewProjection: mat4x4f;
#ifdef POINTSIZE
uniform pointSize: f32;
#endif
varying vPositionW: vec3f;
#ifdef VERTEXCOLOR
varying vColor: vec4f;
#endif
#include<logDepthDeclaration>
#include<clipPlaneVertexDeclaration>
#include<fogVertexDeclaration>
#define CUSTOM_VERTEX_DEFINITIONS
@vertex
fn main(input : VertexInputs)->FragmentInputs {
#define CUSTOM_VERTEX_MAIN_BEGIN
vertexOutputs.position=uniforms.viewProjection*uniforms.world* vec4f(vertexInputs.position,1.0);var worldPos: vec4f=uniforms.world* vec4f(vertexInputs.position,1.0);vertexOutputs.vPositionW= worldPos.xyz;
#include<clipPlaneVertex>
#include<logDepthVertex>
#include<fogVertex>
#ifdef VERTEXCOLOR
vertexOutputs.vColor=vertexInputs.color;
#endif
#define CUSTOM_VERTEX_MAIN_END
}
`;
t.ShadersStoreWGSL[e] || (t.ShadersStoreWGSL[e] = i);
const r = { name: e, shader: i };
export {
r as skyVertexShaderWGSL
};