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 = "selectionPixelShader", f = `#ifdef INSTANCES
flat varying vSelectionId: f32;
#else
uniform selectionId: f32;
#endif
#ifdef STORE_CAMERASPACE_Z
varying vViewPosZ: f32;
#else
varying vDepthMetric: f32;
#endif
#ifdef ALPHATEST
varying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
#endif
#include<clipPlaneFragmentDeclaration>
#define CUSTOM_FRAGMENT_DEFINITIONS
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {
#define CUSTOM_FRAGMENT_MAIN_BEGIN
#include<clipPlaneFragment>
#ifdef ALPHATEST
if (textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUV).a<0.4) {discard;}
#endif
#ifdef INSTANCES
var id: f32=fragmentInputs.vSelectionId;
#else
var id: f32=uniforms.selectionId;
#endif
#ifdef STORE_CAMERASPACE_Z
fragmentOutputs.color=vec4(id,fragmentInputs.vViewPosZ,0.0,1.0);
#else
fragmentOutputs.color=vec4(id,fragmentInputs.vDepthMetric,0.0,1.0);
#endif
#define CUSTOM_FRAGMENT_MAIN_END
}
`;
i.ShadersStoreWGSL[e] || (i.ShadersStoreWGSL[e] = f);
const r = { name: e, shader: f };
export {
r as selectionPixelShaderWGSL
};