default.vertex.fx 4.3 KB

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  1. // Attributes
  2. attribute vec3 position;
  3. #ifdef NORMAL
  4. attribute vec3 normal;
  5. #endif
  6. #ifdef TANGENT
  7. attribute vec4 tangent;
  8. #endif
  9. #ifdef UV1
  10. attribute vec2 uv;
  11. #endif
  12. #ifdef UV2
  13. attribute vec2 uv2;
  14. #endif
  15. #ifdef VERTEXCOLOR
  16. attribute vec4 color;
  17. #endif
  18. #include<bonesDeclaration>
  19. // Uniforms
  20. #include<instancesDeclaration>
  21. uniform mat4 view;
  22. uniform mat4 viewProjection;
  23. #ifdef DIFFUSE
  24. varying vec2 vDiffuseUV;
  25. uniform mat4 diffuseMatrix;
  26. uniform vec2 vDiffuseInfos;
  27. #endif
  28. #ifdef AMBIENT
  29. varying vec2 vAmbientUV;
  30. uniform mat4 ambientMatrix;
  31. uniform vec2 vAmbientInfos;
  32. #endif
  33. #ifdef OPACITY
  34. varying vec2 vOpacityUV;
  35. uniform mat4 opacityMatrix;
  36. uniform vec2 vOpacityInfos;
  37. #endif
  38. #ifdef EMISSIVE
  39. varying vec2 vEmissiveUV;
  40. uniform vec2 vEmissiveInfos;
  41. uniform mat4 emissiveMatrix;
  42. #endif
  43. #ifdef LIGHTMAP
  44. varying vec2 vLightmapUV;
  45. uniform vec2 vLightmapInfos;
  46. uniform mat4 lightmapMatrix;
  47. #endif
  48. #if defined(SPECULAR) && defined(SPECULARTERM)
  49. varying vec2 vSpecularUV;
  50. uniform vec2 vSpecularInfos;
  51. uniform mat4 specularMatrix;
  52. #endif
  53. #ifdef BUMP
  54. varying vec2 vBumpUV;
  55. uniform vec3 vBumpInfos;
  56. uniform mat4 bumpMatrix;
  57. #endif
  58. #include<pointCloudVertexDeclaration>
  59. // Output
  60. varying vec3 vPositionW;
  61. #ifdef NORMAL
  62. varying vec3 vNormalW;
  63. #endif
  64. #ifdef VERTEXCOLOR
  65. varying vec4 vColor;
  66. #endif
  67. #include<bumpVertexDeclaration>
  68. #include<clipPlaneVertexDeclaration>
  69. #include<fogVertexDeclaration>
  70. #include<shadowsVertexDeclaration>[0..maxSimultaneousLights]
  71. #include<morphTargetsVertexGlobalDeclaration>
  72. #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
  73. #ifdef REFLECTIONMAP_SKYBOX
  74. varying vec3 vPositionUVW;
  75. #endif
  76. #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
  77. varying vec3 vDirectionW;
  78. #endif
  79. #include<logDepthDeclaration>
  80. void main(void) {
  81. vec3 positionUpdated = position;
  82. #ifdef NORMAL
  83. vec3 normalUpdated = normal;
  84. #endif
  85. #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
  86. #ifdef REFLECTIONMAP_SKYBOX
  87. vPositionUVW = positionUpdated;
  88. #endif
  89. #include<instancesVertex>
  90. #include<bonesVertex>
  91. gl_Position = viewProjection * finalWorld * vec4(positionUpdated, 1.0);
  92. vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);
  93. vPositionW = vec3(worldPos);
  94. #ifdef NORMAL
  95. vNormalW = normalize(vec3(finalWorld * vec4(normalUpdated, 0.0)));
  96. #endif
  97. #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
  98. vDirectionW = normalize(vec3(finalWorld * vec4(positionUpdated, 0.0)));
  99. #endif
  100. // Texture coordinates
  101. #ifndef UV1
  102. vec2 uv = vec2(0., 0.);
  103. #endif
  104. #ifndef UV2
  105. vec2 uv2 = vec2(0., 0.);
  106. #endif
  107. #ifdef DIFFUSE
  108. if (vDiffuseInfos.x == 0.)
  109. {
  110. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  111. }
  112. else
  113. {
  114. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  115. }
  116. #endif
  117. #ifdef AMBIENT
  118. if (vAmbientInfos.x == 0.)
  119. {
  120. vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));
  121. }
  122. else
  123. {
  124. vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
  125. }
  126. #endif
  127. #ifdef OPACITY
  128. if (vOpacityInfos.x == 0.)
  129. {
  130. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  131. }
  132. else
  133. {
  134. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  135. }
  136. #endif
  137. #ifdef EMISSIVE
  138. if (vEmissiveInfos.x == 0.)
  139. {
  140. vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
  141. }
  142. else
  143. {
  144. vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  145. }
  146. #endif
  147. #ifdef LIGHTMAP
  148. if (vLightmapInfos.x == 0.)
  149. {
  150. vLightmapUV = vec2(lightmapMatrix * vec4(uv, 1.0, 0.0));
  151. }
  152. else
  153. {
  154. vLightmapUV = vec2(lightmapMatrix * vec4(uv2, 1.0, 0.0));
  155. }
  156. #endif
  157. #if defined(SPECULAR) && defined(SPECULARTERM)
  158. if (vSpecularInfos.x == 0.)
  159. {
  160. vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));
  161. }
  162. else
  163. {
  164. vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));
  165. }
  166. #endif
  167. #ifdef BUMP
  168. if (vBumpInfos.x == 0.)
  169. {
  170. vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));
  171. }
  172. else
  173. {
  174. vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));
  175. }
  176. #endif
  177. #include<bumpVertex>
  178. #include<clipPlaneVertex>
  179. #include<fogVertex>
  180. #include<shadowsVertex>[0..maxSimultaneousLights]
  181. #ifdef VERTEXCOLOR
  182. // Vertex color
  183. vColor = color;
  184. #endif
  185. #include<pointCloudVertex>
  186. #include<logDepthVertex>
  187. }