geometry.vertex.fx 4.4 KB

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  1. precision highp float;
  2. #include<bonesDeclaration>
  3. #include<morphTargetsVertexGlobalDeclaration>
  4. #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
  5. #include<instancesDeclaration>
  6. #include<__decl__geometryVertex>
  7. attribute vec3 position;
  8. attribute vec3 normal;
  9. #ifdef NEED_UV
  10. varying vec2 vUV;
  11. #ifdef ALPHATEST
  12. uniform mat4 diffuseMatrix;
  13. #endif
  14. #ifdef BUMP
  15. uniform mat4 bumpMatrix;
  16. varying vec2 vBumpUV;
  17. #endif
  18. #ifdef REFLECTIVITY
  19. uniform mat4 reflectivityMatrix;
  20. varying vec2 vReflectivityUV;
  21. #endif
  22. #ifdef UV1
  23. attribute vec2 uv;
  24. #endif
  25. #ifdef UV2
  26. attribute vec2 uv2;
  27. #endif
  28. #endif
  29. #ifdef BUMP
  30. varying mat4 vWorldView;
  31. #endif
  32. #ifdef BUMP
  33. varying vec3 vNormalW;
  34. #else
  35. varying vec3 vNormalV;
  36. #endif
  37. varying vec4 vViewPos;
  38. #if defined(POSITION) || defined(BUMP)
  39. varying vec3 vPositionW;
  40. #endif
  41. #ifdef VELOCITY
  42. uniform mat4 previousWorld;
  43. uniform mat4 previousViewProjection;
  44. #ifdef BONES_VELOCITY_ENABLED
  45. #if NUM_BONE_INFLUENCERS > 0
  46. uniform mat4 mPreviousBones[BonesPerMesh];
  47. #endif
  48. #endif
  49. varying vec4 vCurrentPosition;
  50. varying vec4 vPreviousPosition;
  51. #endif
  52. void main(void)
  53. {
  54. vec3 positionUpdated = position;
  55. vec3 normalUpdated = normal;
  56. #ifdef UV1
  57. vec2 uvUpdated = uv;
  58. #endif
  59. #include<morphTargetsVertexGlobal>
  60. #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
  61. #include<instancesVertex>
  62. #if defined(VELOCITY) && !defined(BONES_VELOCITY_ENABLED)
  63. // Compute velocity before bones computation
  64. vCurrentPosition = viewProjection * finalWorld * vec4(positionUpdated, 1.0);
  65. vPreviousPosition = previousViewProjection * previousWorld * vec4(positionUpdated, 1.0);
  66. #endif
  67. #include<bonesVertex>
  68. vec4 pos = vec4(finalWorld * vec4(positionUpdated, 1.0));
  69. #ifdef BUMP
  70. vWorldView = view * finalWorld;
  71. vNormalW = normalUpdated;
  72. #else
  73. vNormalV = normalize(vec3((view * finalWorld) * vec4(normalUpdated, 0.0)));
  74. #endif
  75. vViewPos = view * pos;
  76. #if defined(VELOCITY) && defined(BONES_VELOCITY_ENABLED)
  77. vCurrentPosition = viewProjection * finalWorld * vec4(positionUpdated, 1.0);
  78. #if NUM_BONE_INFLUENCERS > 0
  79. mat4 previousInfluence;
  80. previousInfluence = mPreviousBones[int(matricesIndices[0])] * matricesWeights[0];
  81. #if NUM_BONE_INFLUENCERS > 1
  82. previousInfluence += mPreviousBones[int(matricesIndices[1])] * matricesWeights[1];
  83. #endif
  84. #if NUM_BONE_INFLUENCERS > 2
  85. previousInfluence += mPreviousBones[int(matricesIndices[2])] * matricesWeights[2];
  86. #endif
  87. #if NUM_BONE_INFLUENCERS > 3
  88. previousInfluence += mPreviousBones[int(matricesIndices[3])] * matricesWeights[3];
  89. #endif
  90. #if NUM_BONE_INFLUENCERS > 4
  91. previousInfluence += mPreviousBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];
  92. #endif
  93. #if NUM_BONE_INFLUENCERS > 5
  94. previousInfluence += mPreviousBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];
  95. #endif
  96. #if NUM_BONE_INFLUENCERS > 6
  97. previousInfluence += mPreviousBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];
  98. #endif
  99. #if NUM_BONE_INFLUENCERS > 7
  100. previousInfluence += mPreviousBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];
  101. #endif
  102. vPreviousPosition = previousViewProjection * previousWorld * previousInfluence * vec4(positionUpdated, 1.0);
  103. #else
  104. vPreviousPosition = previousViewProjection * previousWorld * vec4(positionUpdated, 1.0);
  105. #endif
  106. #endif
  107. #if defined(POSITION) || defined(BUMP)
  108. vPositionW = pos.xyz / pos.w;
  109. #endif
  110. gl_Position = viewProjection * finalWorld * vec4(positionUpdated, 1.0);
  111. #ifdef NEED_UV
  112. #ifdef UV1
  113. #if defined(ALPHATEST) && defined(ALPHATEST_UV1)
  114. vUV = vec2(diffuseMatrix * vec4(uvUpdated, 1.0, 0.0));
  115. #else
  116. vUV = uv;
  117. #endif
  118. #ifdef BUMP_UV1
  119. vBumpUV = vec2(bumpMatrix * vec4(uvUpdated, 1.0, 0.0));
  120. #endif
  121. #ifdef REFLECTIVITY_UV1
  122. vReflectivityUV = vec2(reflectivityMatrix * vec4(uvUpdated, 1.0, 0.0));
  123. #endif
  124. #endif
  125. #ifdef UV2
  126. #if defined(ALPHATEST) && defined(ALPHATEST_UV2)
  127. vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  128. #else
  129. vUV = uv2;
  130. #endif
  131. #ifdef BUMP_UV2
  132. vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));
  133. #endif
  134. #ifdef REFLECTIVITY_UV2
  135. vReflectivityUV = vec2(reflectivityMatrix * vec4(uv2, 1.0, 0.0));
  136. #endif
  137. #endif
  138. #endif
  139. #include<bumpVertex>
  140. }