// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import "./ShadersInclude/bonesDeclaration.js";
import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
import "./ShadersInclude/clipPlaneVertexDeclaration.js";
import "./ShadersInclude/instancesDeclaration.js";
import "./ShadersInclude/instancesVertex.js";
import "./ShadersInclude/bonesVertex.js";
import "./ShadersInclude/bakedVertexAnimation.js";
import "./ShadersInclude/clipPlaneVertex.js";
import "./ShadersInclude/vertexColorMixing.js";
const name = "colorVertexShader";
const shader = `attribute vec3 position;
#ifdef VERTEXCOLOR
attribute vec4 color;
#endif
#include<bonesDeclaration>
#include<bakedVertexAnimationDeclaration>
#include<clipPlaneVertexDeclaration>
#include<instancesDeclaration>
uniform mat4 viewProjection;
#ifdef MULTIVIEW
uniform mat4 viewProjectionR;
#endif
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
varying vec4 vColor;
#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);
#ifdef MULTIVIEW
if (gl_ViewID_OVR==0u) {
gl_Position=viewProjection*worldPos;
} else {
gl_Position=viewProjectionR*worldPos;
}
#else
gl_Position=viewProjection*worldPos;
#endif
#include<clipPlaneVertex>
#include<vertexColorMixing>
#define CUSTOM_VERTEX_MAIN_END
}`;
// Sideeffect
ShaderStore.ShadersStore[name] = shader;
/** @internal */
export const colorVertexShader = { name, shader };
//# sourceMappingURL=color.vertex.js.map