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 i } from "./chunk-CrnJfeNw.js";
const e = "gridVertexShader", t = `precision highp float;attribute vec3 position;attribute vec3 normal;
#ifdef UV1
attribute vec2 uv;
#endif
#ifdef UV2
attribute vec2 uv2;
#endif
#include<instancesDeclaration>
#include<__decl__sceneVertex>
varying vec3 vPosition;varying vec3 vNormal;
#include<logDepthDeclaration>
#include<fogVertexDeclaration>
#ifdef OPACITY
varying vec2 vOpacityUV;uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
#endif
#include<clipPlaneVertexDeclaration>
#define CUSTOM_VERTEX_DEFINITIONS
void main(void) {
#define CUSTOM_VERTEX_MAIN_BEGIN
#include<instancesVertex>
vec4 worldPos=finalWorld*vec4(position,1.0);
#include<fogVertex>
vec4 cameraSpacePosition=view*worldPos;gl_Position=projection*cameraSpacePosition;
#ifdef OPACITY
#ifndef UV1
vec2 uv=vec2(0.,0.);
#endif
#ifndef UV2
vec2 uv2=vec2(0.,0.);
#endif
if (vOpacityInfos.x==0.)
{vOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));}
else
{vOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));}
#endif
#include<clipPlaneVertex>
#include<logDepthVertex>
vPosition=position;vNormal=normal;
#define CUSTOM_VERTEX_MAIN_END
}`;
i.ShadersStore[e] || (i.ShadersStore[e] = t);
const c = { name: e, shader: t };
export {
c as gridVertexShader
};