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 e } from "./chunk-CrnJfeNw.js";
const o = "msdfVertexShader", r = `#define BILLBOARD 1
#define BILLBOARDSCREENPROJECTED 2
attribute vec2 offsets;attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;attribute vec4 uvs;uniform mat4 transform;uniform mat4 parentWorld;uniform mat4 view;uniform mat4 projection;uniform vec3 center;uniform int mode;varying vec2 atlasUV;void main(void) {mat4 world=mat4(world0,world1,world2,world3);vec4 worldPos=transform*(world*vec4(offsets.xy-vec2(0.5,0.5),0.,1.0));if (mode>=BILLBOARD) {vec3 viewPos=(view*parentWorld*vec4(0.,0.,0.,1.0)).xyz;
if (mode==BILLBOARDSCREENPROJECTED) {viewPos.x/=viewPos.z;viewPos.y/=viewPos.z;viewPos.z=1.0;}
gl_Position=projection*vec4(viewPos+worldPos.xyz,1.0); } else {vec3 viewPos=(view*parentWorld*worldPos).xyz;
gl_Position=projection*vec4(viewPos,1.0); }
atlasUV=vec2(uvs.x+offsets.x*uvs.z,uvs.y+(1.0-offsets.y)*uvs.w);}`;
e.ShadersStore[o] || (e.ShadersStore[o] = r);
const i = { shader: r };
export {
i as msdfVertexShader
};