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- // Attribute
- attribute vec3 position;
- attribute vec3 normal;
- #include<bonesDeclaration>
- #include<morphTargetsVertexGlobalDeclaration>
- #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
- // Uniform
- uniform float offset;
- #include<instancesDeclaration>
- 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<logDepthDeclaration>
- void main(void)
- {
- vec3 positionUpdated = position;
- vec3 normalUpdated = normal;
- #ifdef UV1
- vec2 uvUpdated = uv;
- #endif
- #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
- vec3 offsetPosition = positionUpdated + (normalUpdated * offset);
- #include<instancesVertex>
- #include<bonesVertex>
- gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);
- #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<logDepthVertex>
- }
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