default.vertex.fx 3.9 KB

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  1. #define MAP_EXPLICIT 0.
  2. #define MAP_SPHERICAL 1.
  3. #define MAP_PLANAR 2.
  4. #define MAP_CUBIC 3.
  5. #define MAP_PROJECTION 4.
  6. #define MAP_SKYBOX 5.
  7. // Attributes
  8. attribute vec3 position;
  9. attribute vec3 normal;
  10. #ifdef UV1
  11. attribute vec2 uv;
  12. #endif
  13. #ifdef UV2
  14. attribute vec2 uv2;
  15. #endif
  16. // Uniforms
  17. uniform mat4 world;
  18. uniform mat4 view;
  19. uniform mat4 worldViewProjection;
  20. #ifdef DIFFUSE
  21. varying vec2 vDiffuseUV;
  22. uniform mat4 diffuseMatrix;
  23. uniform vec2 vDiffuseInfos;
  24. #endif
  25. #ifdef AMBIENT
  26. varying vec2 vAmbientUV;
  27. uniform mat4 ambientMatrix;
  28. uniform vec2 vAmbientInfos;
  29. #endif
  30. #ifdef OPACITY
  31. varying vec2 vOpacityUV;
  32. uniform mat4 opacityMatrix;
  33. uniform vec2 vOpacityInfos;
  34. #endif
  35. #ifdef REFLECTION
  36. uniform vec3 vEyePosition;
  37. varying vec3 vReflectionUVW;
  38. uniform vec3 vReflectionInfos;
  39. uniform mat4 reflectionMatrix;
  40. #endif
  41. #ifdef EMISSIVE
  42. varying vec2 vEmissiveUV;
  43. uniform vec2 vEmissiveInfos;
  44. uniform mat4 emissiveMatrix;
  45. #endif
  46. #ifdef SPECULAR
  47. varying vec2 vSpecularUV;
  48. uniform vec2 vSpecularInfos;
  49. uniform mat4 specularMatrix;
  50. #endif
  51. #ifdef BUMP
  52. varying vec2 vBumpUV;
  53. uniform vec2 vBumpInfos;
  54. uniform mat4 bumpMatrix;
  55. #endif
  56. // Output
  57. varying vec3 vPositionW;
  58. varying vec3 vNormalW;
  59. #ifdef CLIPPLANE
  60. uniform vec4 vClipPlane;
  61. varying float fClipDistance;
  62. #endif
  63. #ifdef FOG
  64. varying float fFogDistance;
  65. #endif
  66. #ifdef REFLECTION
  67. vec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)
  68. {
  69. if (mode == MAP_SPHERICAL)
  70. {
  71. vec3 coords = vec3(view * vec4(worldNormal, 0.0));
  72. return vec3(reflectionMatrix * vec4(coords, 1.0));
  73. }
  74. else if (mode == MAP_PLANAR)
  75. {
  76. vec3 viewDir = worldPos.xyz - vEyePosition;
  77. vec3 coords = normalize(reflect(viewDir, worldNormal));
  78. return vec3(reflectionMatrix * vec4(coords, 1));
  79. }
  80. else if (mode == MAP_CUBIC)
  81. {
  82. vec3 viewDir = worldPos.xyz - vEyePosition;
  83. vec3 coords = reflect(viewDir, worldNormal);
  84. return vec3(reflectionMatrix * vec4(coords, 0));
  85. }
  86. else if (mode == MAP_PROJECTION)
  87. {
  88. return vec3(reflectionMatrix * (view * worldPos));
  89. }
  90. else if (mode == MAP_SKYBOX)
  91. {
  92. return position;
  93. }
  94. return vec3(0, 0, 0);
  95. }
  96. #endif
  97. void main(void) {
  98. gl_Position = worldViewProjection * vec4(position, 1.0);
  99. vec4 worldPos = world * vec4(position, 1.0);
  100. vPositionW = vec3(worldPos);
  101. vNormalW = normalize(vec3(world * vec4(normal, 0.0)));
  102. // Texture coordinates
  103. #ifndef UV1
  104. vec2 uv = vec2(0., 0.);
  105. #endif
  106. #ifndef UV2
  107. vec2 uv2 = vec2(0., 0.);
  108. #endif
  109. #ifdef DIFFUSE
  110. if (vDiffuseInfos.x == 0.)
  111. {
  112. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  113. }
  114. else
  115. {
  116. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  117. }
  118. #endif
  119. #ifdef AMBIENT
  120. if (vAmbientInfos.x == 0.)
  121. {
  122. vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));
  123. }
  124. else
  125. {
  126. vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
  127. }
  128. #endif
  129. #ifdef OPACITY
  130. if (vOpacityInfos.x == 0.)
  131. {
  132. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  133. }
  134. else
  135. {
  136. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  137. }
  138. #endif
  139. #ifdef REFLECTION
  140. vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), vNormalW);
  141. #endif
  142. #ifdef EMISSIVE
  143. if (vEmissiveInfos.x == 0.)
  144. {
  145. vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
  146. }
  147. else
  148. {
  149. vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  150. }
  151. #endif
  152. #ifdef SPECULAR
  153. if (vSpecularInfos.x == 0.)
  154. {
  155. vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));
  156. }
  157. else
  158. {
  159. vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));
  160. }
  161. #endif
  162. #ifdef BUMP
  163. if (vBumpInfos.x == 0.)
  164. {
  165. vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));
  166. }
  167. else
  168. {
  169. vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));
  170. }
  171. #endif
  172. // Clip plane
  173. #ifdef CLIPPLANE
  174. fClipDistance = dot(worldPos, vClipPlane);
  175. #endif
  176. // Fog
  177. #ifdef FOG
  178. fFogDistance = (view * worldPos).z;
  179. #endif
  180. }