simple.vertex.fx 3.0 KB

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  1. precision highp float;
  2. // Attributes
  3. attribute vec3 position;
  4. #ifdef NORMAL
  5. attribute vec3 normal;
  6. #endif
  7. #ifdef UV1
  8. attribute vec2 uv;
  9. #endif
  10. #ifdef UV2
  11. attribute vec2 uv2;
  12. #endif
  13. #ifdef VERTEXCOLOR
  14. attribute vec4 color;
  15. #endif
  16. #ifdef BONES
  17. attribute vec4 matricesIndices;
  18. attribute vec4 matricesWeights;
  19. #endif
  20. // Uniforms
  21. #ifdef INSTANCES
  22. attribute vec4 world0;
  23. attribute vec4 world1;
  24. attribute vec4 world2;
  25. attribute vec4 world3;
  26. #else
  27. uniform mat4 world;
  28. #endif
  29. uniform mat4 view;
  30. uniform mat4 viewProjection;
  31. #ifdef DIFFUSE
  32. varying vec2 vDiffuseUV;
  33. uniform mat4 diffuseMatrix;
  34. uniform vec2 vDiffuseInfos;
  35. #endif
  36. #ifdef BUMP
  37. varying vec2 vBumpUV;
  38. uniform vec2 vBumpInfos;
  39. uniform mat4 bumpMatrix;
  40. #endif
  41. #ifdef BONES
  42. uniform mat4 mBones[BonesPerMesh];
  43. #endif
  44. #ifdef POINTSIZE
  45. uniform float pointSize;
  46. #endif
  47. // Output
  48. varying vec3 vPositionW;
  49. #ifdef NORMAL
  50. varying vec3 vNormalW;
  51. #endif
  52. #ifdef VERTEXCOLOR
  53. varying vec4 vColor;
  54. #endif
  55. #ifdef CLIPPLANE
  56. uniform vec4 vClipPlane;
  57. varying float fClipDistance;
  58. #endif
  59. #ifdef FOG
  60. varying float fFogDistance;
  61. #endif
  62. #ifdef SHADOWS
  63. #ifdef LIGHT0
  64. uniform mat4 lightMatrix0;
  65. varying vec4 vPositionFromLight0;
  66. #endif
  67. #ifdef LIGHT1
  68. uniform mat4 lightMatrix1;
  69. varying vec4 vPositionFromLight1;
  70. #endif
  71. #ifdef LIGHT2
  72. uniform mat4 lightMatrix2;
  73. varying vec4 vPositionFromLight2;
  74. #endif
  75. #ifdef LIGHT3
  76. uniform mat4 lightMatrix3;
  77. varying vec4 vPositionFromLight3;
  78. #endif
  79. #endif
  80. void main(void) {
  81. mat4 finalWorld;
  82. #ifdef INSTANCES
  83. finalWorld = mat4(world0, world1, world2, world3);
  84. #else
  85. finalWorld = world;
  86. #endif
  87. #ifdef BONES
  88. mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
  89. mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
  90. mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
  91. #ifdef BONES4
  92. mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
  93. finalWorld = finalWorld * (m0 + m1 + m2 + m3);
  94. #else
  95. finalWorld = finalWorld * (m0 + m1 + m2);
  96. #endif
  97. #endif
  98. gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
  99. vec4 worldPos = finalWorld * vec4(position, 1.0);
  100. vPositionW = vec3(worldPos);
  101. #ifdef NORMAL
  102. vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
  103. #endif
  104. // Texture coordinates
  105. #ifndef UV1
  106. vec2 uv = vec2(0., 0.);
  107. #endif
  108. #ifndef UV2
  109. vec2 uv2 = vec2(0., 0.);
  110. #endif
  111. #ifdef DIFFUSE
  112. if (vDiffuseInfos.x == 0.)
  113. {
  114. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  115. }
  116. else
  117. {
  118. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  119. }
  120. #endif
  121. // Clip plane
  122. #ifdef CLIPPLANE
  123. fClipDistance = dot(worldPos, vClipPlane);
  124. #endif
  125. // Fog
  126. #ifdef FOG
  127. fFogDistance = (view * worldPos).z;
  128. #endif
  129. // Shadows
  130. #ifdef SHADOWS
  131. #ifdef LIGHT0
  132. vPositionFromLight0 = lightMatrix0 * worldPos;
  133. #endif
  134. #ifdef LIGHT1
  135. vPositionFromLight1 = lightMatrix1 * worldPos;
  136. #endif
  137. #ifdef LIGHT2
  138. vPositionFromLight2 = lightMatrix2 * worldPos;
  139. #endif
  140. #ifdef LIGHT3
  141. vPositionFromLight3 = lightMatrix3 * worldPos;
  142. #endif
  143. #endif
  144. // Vertex color
  145. #ifdef VERTEXCOLOR
  146. vColor = color;
  147. #endif
  148. // Point size
  149. #ifdef POINTSIZE
  150. gl_PointSize = pointSize;
  151. #endif
  152. }