text: import { Effect } from "@babylonjs/core/Materials/effect";
  import "@babylonjs/core/Shaders/ShadersInclude/bonesDeclaration";
  import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration";
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration";
  import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration";
  import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration";
  import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex";
  import "@babylonjs/core/Shaders/ShadersInclude/bonesVertex";
  import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneVertex";
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertex";
  import "@babylonjs/core/Shaders/ShadersInclude/shadowsVertex";
  var name = 'terrainVertexShader';
  var shader = "precision highp float;\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef DIFFUSE\nvarying vec2 vTextureUV;\nuniform mat4 textureMatrix;\nuniform vec2 vTextureInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(position,1.0);\ngl_Position=viewProjection*worldPos;\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nvNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef DIFFUSE\nif (vTextureInfos.x == 0.)\n{\nvTextureUV=vec2(textureMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvTextureUV=vec2(textureMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
  Effect.ShadersStore[name] = shader;
  /** @hidden */
  export var terrainVertexShader = { name: name, shader: shader };
  //# sourceMappingURL=terrain.vertex.js.map