declare const _default: "\n#ifdef PIXELSNAP\nuniform vec4 uScreenSize;\n#endif\n\n#ifdef SCREENSPACE\nuniform float projectionFlipY;\n#endif\n\n#ifdef MORPHING\nuniform vec4 morph_weights_a;\nuniform vec4 morph_weights_b;\n#endif\n\n#ifdef MORPHING_TEXTURE_BASED\n uniform vec4 morph_tex_params;\n\n #ifdef WEBGPU\n ivec2 getTextureMorphCoords() {\n\n // turn morph_vertex_id into int grid coordinates\n ivec2 textureSize = ivec2(morph_tex_params.xy);\n int morphGridV = int(morph_vertex_id / textureSize.x);\n int morphGridU = int(morph_vertex_id - (morphGridV * textureSize.x));\n morphGridV = textureSize.y - morphGridV - 1;\n return ivec2(morphGridU, morphGridV);\n }\n #else\n vec2 getTextureMorphCoords() {\n vec2 textureSize = morph_tex_params.xy;\n vec2 invTextureSize = morph_tex_params.zw;\n\n // turn morph_vertex_id into int grid coordinates\n float morphGridV = floor(morph_vertex_id * invTextureSize.x);\n float morphGridU = morph_vertex_id - (morphGridV * textureSize.x);\n\n // convert grid coordinates to uv coordinates with half pixel offset\n return vec2(morphGridU, morphGridV) * invTextureSize + (0.5 * invTextureSize);\n }\n #endif\n\n#endif\n\n#ifdef MORPHING_TEXTURE_BASED_POSITION\nuniform highp sampler2D morphPositionTex;\n#endif\n\nmat4 getModelMatrix() {\n #ifdef DYNAMICBATCH\n return getBoneMatrix(vertex_boneIndices);\n #elif defined(SKIN)\n return matrix_model * getSkinMatrix(vertex_boneIndices, vertex_boneWeights);\n #elif defined(INSTANCING)\n return mat4(instance_line1, instance_line2, instance_line3, instance_line4);\n #else\n return matrix_model;\n #endif\n}\n\nvec4 getPosition() {\n dModelMatrix = getModelMatrix();\n vec3 localPos = vertex_position;\n\n #ifdef NINESLICED\n // outer and inner vertices are at the same position, scale both\n localPos.xz *= outerScale;\n\n // offset inner vertices inside\n // (original vertices must be in [-1;1] range)\n vec2 positiveUnitOffset = clamp(vertex_position.xz, vec2(0.0), vec2(1.0));\n vec2 negativeUnitOffset = clamp(-vertex_position.xz, vec2(0.0), vec2(1.0));\n localPos.xz += (-positiveUnitOffset * innerOffset.xy + negativeUnitOffset * innerOffset.zw) * vertex_texCoord0.xy;\n\n vTiledUv = (localPos.xz - outerScale + innerOffset.xy) * -0.5 + 1.0; // uv = local pos - inner corner\n\n localPos.xz *= -0.5; // move from -1;1 to -0.5;0.5\n localPos = localPos.xzy;\n #endif\n\n #ifdef MORPHING\n #ifdef MORPHING_POS03\n localPos.xyz += morph_weights_a[0] * morph_pos0;\n localPos.xyz += morph_weights_a[1] * morph_pos1;\n localPos.xyz += morph_weights_a[2] * morph_pos2;\n localPos.xyz += morph_weights_a[3] * morph_pos3;\n #endif // MORPHING_POS03\n #ifdef MORPHING_POS47\n localPos.xyz += morph_weights_b[0] * morph_pos4;\n localPos.xyz += morph_weights_b[1] * morph_pos5;\n localPos.xyz += morph_weights_b[2] * morph_pos6;\n localPos.xyz += morph_weights_b[3] * morph_pos7;\n #endif // MORPHING_POS47\n #endif // MORPHING\n\n #ifdef MORPHING_TEXTURE_BASED_POSITION\n\n #ifdef WEBGPU\n ivec2 morphUV = getTextureMorphCoords();\n vec3 morphPos = texelFetch(morphPositionTex, ivec2(morphUV), 0).xyz;\n #else\n vec2 morphUV = getTextureMorphCoords();\n vec3 morphPos = texture2D(morphPositionTex, morphUV).xyz;\n #endif\n\n localPos += morphPos;\n\n #endif\n\n vec4 posW = dModelMatrix * vec4(localPos, 1.0);\n #ifdef SCREENSPACE\n posW.zw = vec2(0.0, 1.0);\n #endif\n dPositionW = posW.xyz;\n\n vec4 screenPos;\n #ifdef UV1LAYOUT\n screenPos = vec4(vertex_texCoord1.xy * 2.0 - 1.0, 0.5, 1);\n #ifdef WEBGPU\n screenPos.y *= -1.0;\n #endif\n #else\n #ifdef SCREENSPACE\n screenPos = posW;\n screenPos.y *= projectionFlipY;\n #else\n screenPos = matrix_viewProjection * posW;\n #endif\n\n #ifdef PIXELSNAP\n // snap vertex to a pixel boundary\n screenPos.xy = (screenPos.xy * 0.5) + 0.5;\n screenPos.xy *= uScreenSize.xy;\n screenPos.xy = floor(screenPos.xy);\n screenPos.xy *= uScreenSize.zw;\n screenPos.xy = (screenPos.xy * 2.0) - 1.0;\n #endif\n #endif\n\n return screenPos;\n}\n\nvec3 getWorldPosition() {\n return dPositionW;\n}\n"; export default _default;