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 = "normalVertexShader", n = `precision highp float;attribute vec3 position;
#ifdef NORMAL
attribute vec3 normal;
#endif
#ifdef UV1
attribute vec2 uv;
#endif
#ifdef UV2
attribute vec2 uv2;
#endif
#ifdef VERTEXCOLOR
attribute vec4 color;
#endif
#include<bonesDeclaration>
#include<bakedVertexAnimationDeclaration>
#include<instancesDeclaration>
uniform mat4 view;uniform mat4 viewProjection;
#ifdef DIFFUSE
varying vec2 vDiffuseUV;uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;
#endif
#ifdef POINTSIZE
uniform float pointSize;
#endif
varying vec3 vPositionW;
#ifdef NORMAL
varying vec3 vNormalW;
#endif
#include<clipPlaneVertexDeclaration>
#include<logDepthDeclaration>
#include<fogVertexDeclaration>
#include<__decl__lightFragment>[0..maxSimultaneousLights]
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
varying float vViewDepth;
#endif
#define CUSTOM_VERTEX_DEFINITIONS
void main(void) {
#define CUSTOM_VERTEX_MAIN_BEGIN
#include<instancesVertex>
#include<bonesVertex>
#include<bakedVertexAnimation>
vec4 worldPos=finalWorld*vec4(position,1.0);gl_Position=viewProjection*worldPos;vPositionW=vec3(worldPos);
#ifdef NORMAL
vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));
#endif
#ifndef UV1
vec2 uv=vec2(0.,0.);
#endif
#ifndef UV2
vec2 uv2=vec2(0.,0.);
#endif
#ifdef DIFFUSE
if (vDiffuseInfos.x==0.)
{vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));}
else
{vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));}
#endif
#include<clipPlaneVertex>
#include<logDepthVertex>
#include<fogVertex>
#include<shadowsVertex>[0..maxSimultaneousLights]
#if defined(POINTSIZE) && !defined(WEBGPU)
gl_PointSize=pointSize;
#endif
#define CUSTOM_VERTEX_MAIN_END
}
`;
i.ShadersStore[e] || (i.ShadersStore[e] = n);
const o = { name: e, shader: n };
export {
o as normalVertexShader
};