default.vertex.fx 4.6 KB

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  1. #ifdef GL_ES
  2. precision highp float;
  3. #endif
  4. // Attributes
  5. attribute vec3 position;
  6. attribute vec3 normal;
  7. #ifdef UV1
  8. attribute vec2 uv;
  9. #endif
  10. #ifdef UV2
  11. attribute vec2 uv2;
  12. #endif
  13. #ifdef VERTEXCOLOR
  14. attribute vec4 color;
  15. #endif
  16. #ifdef BONES
  17. attribute vec4 matricesIndices;
  18. attribute vec4 matricesWeights;
  19. #endif
  20. // Uniforms
  21. #ifdef INSTANCES
  22. attribute vec4 world0;
  23. attribute vec4 world1;
  24. attribute vec4 world2;
  25. attribute vec4 world3;
  26. #else
  27. uniform mat4 world;
  28. #endif
  29. uniform mat4 view;
  30. uniform mat4 viewProjection;
  31. #ifdef DIFFUSE
  32. varying vec2 vDiffuseUV;
  33. uniform mat4 diffuseMatrix;
  34. uniform vec2 vDiffuseInfos;
  35. #endif
  36. #ifdef AMBIENT
  37. varying vec2 vAmbientUV;
  38. uniform mat4 ambientMatrix;
  39. uniform vec2 vAmbientInfos;
  40. #endif
  41. #ifdef OPACITY
  42. varying vec2 vOpacityUV;
  43. uniform mat4 opacityMatrix;
  44. uniform vec2 vOpacityInfos;
  45. #endif
  46. #ifdef EMISSIVE
  47. varying vec2 vEmissiveUV;
  48. uniform vec2 vEmissiveInfos;
  49. uniform mat4 emissiveMatrix;
  50. #endif
  51. #ifdef SPECULAR
  52. varying vec2 vSpecularUV;
  53. uniform vec2 vSpecularInfos;
  54. uniform mat4 specularMatrix;
  55. #endif
  56. #ifdef BUMP
  57. varying vec2 vBumpUV;
  58. uniform vec2 vBumpInfos;
  59. uniform mat4 bumpMatrix;
  60. #endif
  61. #ifdef BONES
  62. uniform mat4 mBones[BonesPerMesh];
  63. #endif
  64. #ifdef POINTSIZE
  65. uniform float pointSize;
  66. #endif
  67. // Output
  68. varying vec3 vPositionW;
  69. varying vec3 vNormalW;
  70. #ifdef VERTEXCOLOR
  71. varying vec4 vColor;
  72. #endif
  73. #ifdef CLIPPLANE
  74. uniform vec4 vClipPlane;
  75. varying float fClipDistance;
  76. #endif
  77. #ifdef FOG
  78. varying float fFogDistance;
  79. #endif
  80. #ifdef SHADOWS
  81. #ifdef LIGHT0
  82. uniform mat4 lightMatrix0;
  83. varying vec4 vPositionFromLight0;
  84. #endif
  85. #ifdef LIGHT1
  86. uniform mat4 lightMatrix1;
  87. varying vec4 vPositionFromLight1;
  88. #endif
  89. #ifdef LIGHT2
  90. uniform mat4 lightMatrix2;
  91. varying vec4 vPositionFromLight2;
  92. #endif
  93. #ifdef LIGHT3
  94. uniform mat4 lightMatrix3;
  95. varying vec4 vPositionFromLight3;
  96. #endif
  97. #endif
  98. #ifdef REFLECTION
  99. varying vec3 vPositionUVW;
  100. #endif
  101. void main(void) {
  102. mat4 finalWorld;
  103. #ifdef REFLECTION
  104. vPositionUVW = position;
  105. #endif
  106. #ifdef BONES
  107. mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
  108. mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
  109. mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
  110. #ifdef BONES4
  111. mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
  112. finalWorld = world * (m0 + m1 + m2 + m3);
  113. #else
  114. finalWorld = world * (m0 + m1 + m2);
  115. #endif
  116. #else
  117. #ifdef INSTANCES
  118. finalWorld = mat4(world0, world1, world2, world3);
  119. #else
  120. finalWorld = world;
  121. #endif
  122. #endif
  123. gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
  124. vec4 worldPos = finalWorld * vec4(position, 1.0);
  125. vPositionW = vec3(worldPos);
  126. vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
  127. // Texture coordinates
  128. #ifndef UV1
  129. vec2 uv = vec2(0., 0.);
  130. #endif
  131. #ifndef UV2
  132. vec2 uv2 = vec2(0., 0.);
  133. #endif
  134. #ifdef DIFFUSE
  135. if (vDiffuseInfos.x == 0.)
  136. {
  137. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  138. }
  139. else
  140. {
  141. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  142. }
  143. #endif
  144. #ifdef AMBIENT
  145. if (vAmbientInfos.x == 0.)
  146. {
  147. vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));
  148. }
  149. else
  150. {
  151. vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
  152. }
  153. #endif
  154. #ifdef OPACITY
  155. if (vOpacityInfos.x == 0.)
  156. {
  157. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  158. }
  159. else
  160. {
  161. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  162. }
  163. #endif
  164. #ifdef EMISSIVE
  165. if (vEmissiveInfos.x == 0.)
  166. {
  167. vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
  168. }
  169. else
  170. {
  171. vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  172. }
  173. #endif
  174. #ifdef SPECULAR
  175. if (vSpecularInfos.x == 0.)
  176. {
  177. vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));
  178. }
  179. else
  180. {
  181. vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));
  182. }
  183. #endif
  184. #ifdef BUMP
  185. if (vBumpInfos.x == 0.)
  186. {
  187. vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));
  188. }
  189. else
  190. {
  191. vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));
  192. }
  193. #endif
  194. // Clip plane
  195. #ifdef CLIPPLANE
  196. fClipDistance = dot(worldPos, vClipPlane);
  197. #endif
  198. // Fog
  199. #ifdef FOG
  200. fFogDistance = (view * worldPos).z;
  201. #endif
  202. // Shadows
  203. #ifdef SHADOWS
  204. #ifdef LIGHT0
  205. vPositionFromLight0 = lightMatrix0 * worldPos;
  206. #endif
  207. #ifdef LIGHT1
  208. vPositionFromLight1 = lightMatrix1 * worldPos;
  209. #endif
  210. #ifdef LIGHT2
  211. vPositionFromLight2 = lightMatrix2 * worldPos;
  212. #endif
  213. #ifdef LIGHT3
  214. vPositionFromLight3 = lightMatrix3 * worldPos;
  215. #endif
  216. #endif
  217. // Vertex color
  218. #ifdef VERTEXCOLOR
  219. vColor = color;
  220. #endif
  221. // Point size
  222. #ifdef POINTSIZE
  223. gl_PointSize = pointSize;
  224. #endif
  225. }