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- // Attribute
- attribute vec3 position;
- #include<bonesDeclaration>
- #include<morphTargetsVertexGlobalDeclaration>
- #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
- // Uniforms
- #include<instancesDeclaration>
- uniform mat4 viewProjection;
- varying vec4 vPosition;
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #ifdef DIFFUSE
- varying vec2 vUVDiffuse;
- uniform mat4 diffuseMatrix;
- #endif
- #ifdef OPACITY
- varying vec2 vUVOpacity;
- uniform mat4 opacityMatrix;
- #endif
- #ifdef EMISSIVE
- varying vec2 vUVEmissive;
- uniform mat4 emissiveMatrix;
- #endif
- #ifdef VERTEXALPHA
- attribute vec4 color;
- varying vec4 vColor;
- #endif
- void main(void)
- {
- vec3 positionUpdated = position;
- #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
- #include<instancesVertex>
- #include<bonesVertex>
- #ifdef CUBEMAP
- vPosition = finalWorld * vec4(positionUpdated, 1.0);
- gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
- #else
- vPosition = viewProjection * finalWorld * vec4(positionUpdated, 1.0);
- gl_Position = vPosition;
- #endif
- #ifdef DIFFUSE
- #ifdef DIFFUSEUV1
- vUVDiffuse = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
- #endif
- #ifdef DIFFUSEUV2
- vUVDiffuse = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
- #endif
- #endif
- #ifdef OPACITY
- #ifdef OPACITYUV1
- vUVOpacity = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
- #endif
- #ifdef OPACITYUV2
- vUVOpacity = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
- #endif
- #endif
- #ifdef EMISSIVE
- #ifdef EMISSIVEUV1
- vUVEmissive = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
- #endif
- #ifdef EMISSIVEUV2
- vUVEmissive = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
- #endif
- #endif
- #ifdef VERTEXALPHA
- vColor = color;
- #endif
- }
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