default.vertex.fx 4.9 KB

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  1. #include<__decl__defaultVertex>
  2. // Attributes
  3. #define CUSTOM_VERTEX_BEGIN
  4. attribute vec3 position;
  5. #ifdef NORMAL
  6. attribute vec3 normal;
  7. #endif
  8. #ifdef TANGENT
  9. attribute vec4 tangent;
  10. #endif
  11. #ifdef UV1
  12. attribute vec2 uv;
  13. #endif
  14. #ifdef UV2
  15. attribute vec2 uv2;
  16. #endif
  17. #ifdef VERTEXCOLOR
  18. attribute vec4 color;
  19. #endif
  20. #include<helperFunctions>
  21. #include<bonesDeclaration>
  22. // Uniforms
  23. #include<instancesDeclaration>
  24. #ifdef MAINUV1
  25. varying vec2 vMainUV1;
  26. #endif
  27. #ifdef MAINUV2
  28. varying vec2 vMainUV2;
  29. #endif
  30. #if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0
  31. varying vec2 vDiffuseUV;
  32. #endif
  33. #if defined(AMBIENT) && AMBIENTDIRECTUV == 0
  34. varying vec2 vAmbientUV;
  35. #endif
  36. #if defined(OPACITY) && OPACITYDIRECTUV == 0
  37. varying vec2 vOpacityUV;
  38. #endif
  39. #if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0
  40. varying vec2 vEmissiveUV;
  41. #endif
  42. #if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0
  43. varying vec2 vLightmapUV;
  44. #endif
  45. #if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0
  46. varying vec2 vSpecularUV;
  47. #endif
  48. #if defined(BUMP) && BUMPDIRECTUV == 0
  49. varying vec2 vBumpUV;
  50. #endif
  51. // Output
  52. varying vec3 vPositionW;
  53. #ifdef NORMAL
  54. varying vec3 vNormalW;
  55. #endif
  56. #ifdef VERTEXCOLOR
  57. varying vec4 vColor;
  58. #endif
  59. #include<bumpVertexDeclaration>
  60. #include<clipPlaneVertexDeclaration>
  61. #include<fogVertexDeclaration>
  62. #include<__decl__lightFragment>[0..maxSimultaneousLights]
  63. #include<morphTargetsVertexGlobalDeclaration>
  64. #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
  65. #ifdef REFLECTIONMAP_SKYBOX
  66. varying vec3 vPositionUVW;
  67. #endif
  68. #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
  69. varying vec3 vDirectionW;
  70. #endif
  71. #include<logDepthDeclaration>
  72. #define CUSTOM_VERTEX_DEFINITIONS
  73. void main(void) {
  74. #define CUSTOM_VERTEX_MAIN_BEGIN
  75. vec3 positionUpdated = position;
  76. #ifdef NORMAL
  77. vec3 normalUpdated = normal;
  78. #endif
  79. #ifdef TANGENT
  80. vec4 tangentUpdated = tangent;
  81. #endif
  82. #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
  83. #ifdef REFLECTIONMAP_SKYBOX
  84. vPositionUVW = positionUpdated;
  85. #endif
  86. #define CUSTOM_VERTEX_UPDATE_POSITION
  87. #define CUSTOM_VERTEX_UPDATE_NORMAL
  88. #include<instancesVertex>
  89. #include<bonesVertex>
  90. gl_Position = viewProjection * finalWorld * vec4(positionUpdated, 1.0);
  91. vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);
  92. vPositionW = vec3(worldPos);
  93. #ifdef NORMAL
  94. mat3 normalWorld = mat3(finalWorld);
  95. #ifdef NONUNIFORMSCALING
  96. normalWorld = transposeMat3(inverseMat3(normalWorld));
  97. #endif
  98. vNormalW = normalize(normalWorld * normalUpdated);
  99. #endif
  100. #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
  101. vDirectionW = normalize(vec3(finalWorld * vec4(positionUpdated, 0.0)));
  102. #endif
  103. // Texture coordinates
  104. #ifndef UV1
  105. vec2 uv = vec2(0., 0.);
  106. #endif
  107. #ifndef UV2
  108. vec2 uv2 = vec2(0., 0.);
  109. #endif
  110. #ifdef MAINUV1
  111. vMainUV1 = uv;
  112. #endif
  113. #ifdef MAINUV2
  114. vMainUV2 = uv2;
  115. #endif
  116. #if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0
  117. if (vDiffuseInfos.x == 0.)
  118. {
  119. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  120. }
  121. else
  122. {
  123. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  124. }
  125. #endif
  126. #if defined(AMBIENT) && AMBIENTDIRECTUV == 0
  127. if (vAmbientInfos.x == 0.)
  128. {
  129. vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));
  130. }
  131. else
  132. {
  133. vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
  134. }
  135. #endif
  136. #if defined(OPACITY) && OPACITYDIRECTUV == 0
  137. if (vOpacityInfos.x == 0.)
  138. {
  139. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  140. }
  141. else
  142. {
  143. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  144. }
  145. #endif
  146. #if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0
  147. if (vEmissiveInfos.x == 0.)
  148. {
  149. vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
  150. }
  151. else
  152. {
  153. vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  154. }
  155. #endif
  156. #if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0
  157. if (vLightmapInfos.x == 0.)
  158. {
  159. vLightmapUV = vec2(lightmapMatrix * vec4(uv, 1.0, 0.0));
  160. }
  161. else
  162. {
  163. vLightmapUV = vec2(lightmapMatrix * vec4(uv2, 1.0, 0.0));
  164. }
  165. #endif
  166. #if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0
  167. if (vSpecularInfos.x == 0.)
  168. {
  169. vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));
  170. }
  171. else
  172. {
  173. vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));
  174. }
  175. #endif
  176. #if defined(BUMP) && BUMPDIRECTUV == 0
  177. if (vBumpInfos.x == 0.)
  178. {
  179. vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));
  180. }
  181. else
  182. {
  183. vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));
  184. }
  185. #endif
  186. #include<bumpVertex>
  187. #include<clipPlaneVertex>
  188. #include<fogVertex>
  189. #include<shadowsVertex>[0..maxSimultaneousLights]
  190. #ifdef VERTEXCOLOR
  191. // Vertex color
  192. vColor = color;
  193. #endif
  194. #include<pointCloudVertex>
  195. #include<logDepthVertex>
  196. #define CUSTOM_VERTEX_MAIN_END
  197. }