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    Function shadedVertexStageWgsl

    • The varyings and vertex stage both shaded families share, generated for one variant pair — exported for wgpu-standard.ts, whose vertex needs are identical (its world position is computed the same way; only its uniforms differ, and the uniform block's WGSL is the caller's to splice).

      The clip position is formed as viewProjection × world — the standard stage's re-association, adopted for both families here because the world position is a varying both need and computing model × position twice per vertex buys nothing a transcript or a pixel can see. The depth remap is wgpu-unlit.ts's, applied on the way out.

      The normal-less variant writes the zero vector GL's default attribute yields, so the shared fragment guard shades it ambient-only — see the module header's departure 2.

      Parameters

      • normals: boolean
      • map: boolean

      Returns string