default.vertex.fx 4.3 KB

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  1. #ifdef GL_ES
  2. precision mediump float;
  3. #endif
  4. // Attributes
  5. attribute vec3 position;
  6. attribute vec3 normal;
  7. #ifdef UV1
  8. attribute vec2 uv;
  9. #endif
  10. #ifdef UV2
  11. attribute vec2 uv2;
  12. #endif
  13. #ifdef VERTEXCOLOR
  14. attribute vec3 color;
  15. #endif
  16. #ifdef BONES
  17. attribute vec4 matricesIndices;
  18. attribute vec4 matricesWeights;
  19. #endif
  20. // Uniforms
  21. #ifdef INSTANCES
  22. attribute mat4 world;
  23. #else
  24. uniform mat4 world;
  25. #endif
  26. uniform mat4 view;
  27. uniform mat4 viewProjection;
  28. #ifdef DIFFUSE
  29. varying vec2 vDiffuseUV;
  30. uniform mat4 diffuseMatrix;
  31. uniform vec2 vDiffuseInfos;
  32. #endif
  33. #ifdef AMBIENT
  34. varying vec2 vAmbientUV;
  35. uniform mat4 ambientMatrix;
  36. uniform vec2 vAmbientInfos;
  37. #endif
  38. #ifdef OPACITY
  39. varying vec2 vOpacityUV;
  40. uniform mat4 opacityMatrix;
  41. uniform vec2 vOpacityInfos;
  42. #endif
  43. #ifdef EMISSIVE
  44. varying vec2 vEmissiveUV;
  45. uniform vec2 vEmissiveInfos;
  46. uniform mat4 emissiveMatrix;
  47. #endif
  48. #ifdef SPECULAR
  49. varying vec2 vSpecularUV;
  50. uniform vec2 vSpecularInfos;
  51. uniform mat4 specularMatrix;
  52. #endif
  53. #ifdef BUMP
  54. varying vec2 vBumpUV;
  55. uniform vec2 vBumpInfos;
  56. uniform mat4 bumpMatrix;
  57. #endif
  58. #ifdef BONES
  59. uniform mat4 mBones[BonesPerMesh];
  60. #endif
  61. // Output
  62. varying vec3 vPositionW;
  63. varying vec3 vNormalW;
  64. #ifdef VERTEXCOLOR
  65. varying vec3 vColor;
  66. #endif
  67. #ifdef CLIPPLANE
  68. uniform vec4 vClipPlane;
  69. varying float fClipDistance;
  70. #endif
  71. #ifdef FOG
  72. varying float fFogDistance;
  73. #endif
  74. #ifdef SHADOWS
  75. #ifdef LIGHT0
  76. uniform mat4 lightMatrix0;
  77. varying vec4 vPositionFromLight0;
  78. #endif
  79. #ifdef LIGHT1
  80. uniform mat4 lightMatrix1;
  81. varying vec4 vPositionFromLight1;
  82. #endif
  83. #ifdef LIGHT2
  84. uniform mat4 lightMatrix2;
  85. varying vec4 vPositionFromLight2;
  86. #endif
  87. #ifdef LIGHT3
  88. uniform mat4 lightMatrix3;
  89. varying vec4 vPositionFromLight3;
  90. #endif
  91. #endif
  92. #ifdef REFLECTION
  93. varying vec3 vPositionUVW;
  94. #endif
  95. void main(void) {
  96. mat4 finalWorld;
  97. #ifdef REFLECTION
  98. vPositionUVW = position;
  99. #endif
  100. #ifdef BONES
  101. mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
  102. mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
  103. mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
  104. #ifdef BONES4
  105. mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
  106. finalWorld = world * (m0 + m1 + m2 + m3);
  107. #else
  108. finalWorld = world * (m0 + m1 + m2);
  109. #endif
  110. #else
  111. finalWorld = world;
  112. #endif
  113. gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
  114. vec4 worldPos = finalWorld * vec4(position, 1.0);
  115. vPositionW = vec3(worldPos);
  116. vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
  117. // Texture coordinates
  118. #ifndef UV1
  119. vec2 uv = vec2(0., 0.);
  120. #endif
  121. #ifndef UV2
  122. vec2 uv2 = vec2(0., 0.);
  123. #endif
  124. #ifdef DIFFUSE
  125. if (vDiffuseInfos.x == 0.)
  126. {
  127. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  128. }
  129. else
  130. {
  131. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  132. }
  133. #endif
  134. #ifdef AMBIENT
  135. if (vAmbientInfos.x == 0.)
  136. {
  137. vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));
  138. }
  139. else
  140. {
  141. vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
  142. }
  143. #endif
  144. #ifdef OPACITY
  145. if (vOpacityInfos.x == 0.)
  146. {
  147. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  148. }
  149. else
  150. {
  151. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  152. }
  153. #endif
  154. #ifdef EMISSIVE
  155. if (vEmissiveInfos.x == 0.)
  156. {
  157. vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
  158. }
  159. else
  160. {
  161. vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  162. }
  163. #endif
  164. #ifdef SPECULAR
  165. if (vSpecularInfos.x == 0.)
  166. {
  167. vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));
  168. }
  169. else
  170. {
  171. vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));
  172. }
  173. #endif
  174. #ifdef BUMP
  175. if (vBumpInfos.x == 0.)
  176. {
  177. vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));
  178. }
  179. else
  180. {
  181. vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));
  182. }
  183. #endif
  184. // Clip plane
  185. #ifdef CLIPPLANE
  186. fClipDistance = dot(worldPos, vClipPlane);
  187. #endif
  188. // Fog
  189. #ifdef FOG
  190. fFogDistance = (view * worldPos).z;
  191. #endif
  192. // Shadows
  193. #ifdef SHADOWS
  194. #ifdef LIGHT0
  195. vPositionFromLight0 = lightMatrix0 * worldPos;
  196. #endif
  197. #ifdef LIGHT1
  198. vPositionFromLight1 = lightMatrix1 * worldPos;
  199. #endif
  200. #ifdef LIGHT2
  201. vPositionFromLight2 = lightMatrix2 * worldPos;
  202. #endif
  203. #ifdef LIGHT3
  204. vPositionFromLight3 = lightMatrix3 * worldPos;
  205. #endif
  206. #endif
  207. // Vertex color
  208. #ifdef VERTEXCOLOR
  209. vColor = color;
  210. #endif
  211. }