text: import { Effect } from "@babylonjs/core/Materials/effect";
  import "@babylonjs/core/Shaders/ShadersInclude/instancesDeclaration";
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertexDeclaration";
  import "@babylonjs/core/Shaders/ShadersInclude/instancesVertex";
  import "@babylonjs/core/Shaders/ShadersInclude/fogVertex";
  var name = 'gridVertexShader';
  var shader = "precision highp float;\n\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#include<instancesDeclaration>\n\nuniform mat4 projection;\nuniform mat4 view;\n\nvarying vec3 vPosition;\nvarying vec3 vNormal;\n#include<fogVertexDeclaration>\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\nvoid main(void) {\n#include<instancesVertex>\nvec4 worldPos=finalWorld*vec4(position,1.0);\n#include<fogVertex>\nvec4 cameraSpacePosition=view*worldPos;\ngl_Position=projection*cameraSpacePosition;\n#ifdef OPACITY\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\nvPosition=position;\nvNormal=normal;\n}";
  Effect.ShadersStore[name] = shader;
  /** @hidden */
  export var gridVertexShader = { name: name, shader: shader };
  //# sourceMappingURL=grid.vertex.js.map