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- // Attribute
- attribute vec3 position;
- #ifdef NORMAL
- attribute vec3 normal;
- #endif
- #include<bonesDeclaration>
- #include<morphTargetsVertexGlobalDeclaration>
- #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
- // Uniforms
- #include<instancesDeclaration>
- #include<helperFunctions>
- uniform mat4 viewProjection;
- #ifdef ALPHATEST
- varying vec2 vUV;
- uniform mat4 diffuseMatrix;
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #endif
- #include<shadowMapVertexDeclaration>
- #include<clipPlaneVertexDeclaration>
- void main(void)
- {
- vec3 positionUpdated = position;
- #ifdef UV1
- vec2 uvUpdated = uv;
- #endif
- #ifdef NORMAL
- vec3 normalUpdated = normal;
- #endif
- #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
- #include<instancesVertex>
- #include<bonesVertex>
- vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);
- #ifdef NORMAL
- mat3 normWorldSM = mat3(finalWorld);
- #if defined(INSTANCES) && defined(THIN_INSTANCES)
- vec3 vNormalW = normalUpdated / vec3(dot(normWorldSM[0], normWorldSM[0]), dot(normWorldSM[1], normWorldSM[1]), dot(normWorldSM[2], normWorldSM[2]));
- vNormalW = normalize(normWorldSM * vNormalW);
- #else
- #ifdef NONUNIFORMSCALING
- normWorldSM = transposeMat3(inverseMat3(normWorldSM));
- #endif
- vec3 vNormalW = normalize(normWorldSM * normalUpdated);
- #endif
- #endif
- #include<shadowMapVertexNormalBias>
- // Projection.
- gl_Position = viewProjection * worldPos;
- #include<shadowMapVertexMetric>
- #ifdef ALPHATEST
- #ifdef UV1
- vUV = vec2(diffuseMatrix * vec4(uvUpdated, 1.0, 0.0));
- #endif
- #ifdef UV2
- vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
- #endif
- #endif
- #include<clipPlaneVertex>
- }
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