depth.vertex.fx 676 B

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  1. // Attribute
  2. attribute vec3 position;
  3. #include<bonesDeclaration>
  4. // Uniform
  5. #include<instancesDeclaration>
  6. uniform mat4 viewProjection;
  7. #if defined(ALPHATEST) || defined(NEED_UV)
  8. varying vec2 vUV;
  9. uniform mat4 diffuseMatrix;
  10. #ifdef UV1
  11. attribute vec2 uv;
  12. #endif
  13. #ifdef UV2
  14. attribute vec2 uv2;
  15. #endif
  16. #endif
  17. void main(void)
  18. {
  19. #include<instancesVertex>
  20. #include<bonesVertex>
  21. gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
  22. #if defined(ALPHATEST) || defined(BASIC_RENDER)
  23. #ifdef UV1
  24. vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  25. #endif
  26. #ifdef UV2
  27. vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  28. #endif
  29. #endif
  30. }