getDefaultProjectedVertexShaderCode: "\nstruct VSOutput {\n @builtin(position) position: vec4f,\n @location(0) uv: vec2f,\n @location(1) normal: vec3f,\n @location(2) worldPosition: vec3f,\n @location(3) viewDirection: vec3f,\n};\n\n@vertex fn main(\n attributes: Attributes,\n) -> VSOutput {\n var vsOutput: VSOutput;\n\n vsOutput.position = getOutputPosition(attributes.position);\n vsOutput.uv = attributes.uv;\n vsOutput.normal = getWorldNormal(attributes.normal);\n let worldPosition: vec4f = getWorldPosition(attributes.position);\n vsOutput.worldPosition = worldPosition.xyz / worldPosition.w;\n vsOutput.viewDirection = camera.position - vsOutput.worldPosition;\n \n return vsOutput;\n}" = ...

Default vertex shader code for projected meshes.