geometry.vertex.fx 911 B

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748
  1. #version 300 es
  2. precision highp float;
  3. precision highp int;
  4. #include<bones300Declaration>
  5. #include<instances300Declaration>
  6. in vec3 position;
  7. in vec3 normal;
  8. #if defined(ALPHATEST) || defined(NEED_UV)
  9. out vec2 vUV;
  10. uniform mat4 diffuseMatrix;
  11. #ifdef UV1
  12. in vec2 uv;
  13. #endif
  14. #ifdef UV2
  15. in vec2 uv2;
  16. #endif
  17. #endif
  18. // Uniform
  19. uniform mat4 viewProjection;
  20. uniform mat4 view;
  21. out vec3 vNormalV;
  22. out vec4 vViewPos;
  23. void main(void)
  24. {
  25. #include<instancesVertex>
  26. #include<bonesVertex>
  27. vNormalV = normalize(vec3((view * finalWorld) * vec4(normal, 0.0)));
  28. vViewPos = view * finalWorld * vec4(position, 1.0);
  29. gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
  30. #if defined(ALPHATEST) || defined(BASIC_RENDER)
  31. #ifdef UV1
  32. vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  33. #endif
  34. #ifdef UV2
  35. vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  36. #endif
  37. #endif
  38. }