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
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import { bW as i } from "./chunk-CrnJfeNw.js";
const e = "selectionVertexShader", t = `attribute vec3 position;
#ifdef INSTANCES
attribute float instanceSelectionId;
#endif
#include<bonesDeclaration>
#include<bakedVertexAnimationDeclaration>
#include<morphTargetsVertexGlobalDeclaration>
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
#include<clipPlaneVertexDeclaration>
#include<instancesDeclaration>
uniform mat4 viewProjection;
#ifdef STORE_CAMERASPACE_Z
uniform mat4 view;
#else
uniform vec2 depthValues;
#endif
#ifdef INSTANCES
flat varying float vSelectionId;
#endif
#ifdef STORE_CAMERASPACE_Z
varying float vViewPosZ;
#else
varying float vDepthMetric;
#endif
#ifdef ALPHATEST
varying vec2 vUV;uniform mat4 diffuseMatrix;
#ifdef UV1
attribute vec2 uv;
#endif
#ifdef UV2
attribute vec2 uv2;
#endif
#endif
#define CUSTOM_VERTEX_DEFINITIONS
void main(void) {
#define CUSTOM_VERTEX_MAIN_BEGIN
vec3 positionUpdated=position;
#ifdef UV1
vec2 uvUpdated=uv;
#endif
#ifdef UV2
vec2 uv2Updated=uv2;
#endif
#include<morphTargetsVertexGlobal>
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
#include<instancesVertex>
#include<bonesVertex>
#include<bakedVertexAnimation>
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);gl_Position=viewProjection*worldPos;
#ifdef ALPHATEST
#ifdef UV1
vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
#endif
#ifdef UV2
vUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));
#endif
#endif
#ifdef STORE_CAMERASPACE_Z
vViewPosZ=(view*worldPos).z;
#else
#ifdef USE_REVERSE_DEPTHBUFFER
vDepthMetric=((-gl_Position.z+depthValues.x)/(depthValues.y));
#else
vDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));
#endif
#endif
#ifdef INSTANCES
vSelectionId=instanceSelectionId;
#endif
#include<clipPlaneVertex>
#define CUSTOM_VERTEX_MAIN_END
}
`;
i.ShadersStore[e] || (i.ShadersStore[e] = t);
const n = { name: e, shader: t };
export {
n as selectionVertexShader
};