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- #ifdef GL_ES
- precision mediump float;
- #endif
- #define MAP_EXPLICIT 0.
- #define MAP_SPHERICAL 1.
- #define MAP_PLANAR 2.
- #define MAP_CUBIC 3.
- #define MAP_PROJECTION 4.
- #define MAP_SKYBOX 5.
- // Attributes
- attribute vec3 position;
- attribute vec3 normal;
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #ifdef BONES
- attribute vec4 matricesIndices;
- attribute vec4 matricesWeights;
- #endif
- // Uniforms
- uniform mat4 world;
- uniform mat4 view;
- #ifdef DIFFUSE
- varying vec2 vDiffuseUV;
- uniform mat4 diffuseMatrix;
- uniform vec2 vDiffuseInfos;
- #endif
- #ifdef AMBIENT
- varying vec2 vAmbientUV;
- uniform mat4 ambientMatrix;
- uniform vec2 vAmbientInfos;
- #endif
- #ifdef OPACITY
- varying vec2 vOpacityUV;
- uniform mat4 opacityMatrix;
- uniform vec2 vOpacityInfos;
- #endif
- #ifdef REFLECTION
- uniform vec3 vEyePosition;
- varying vec3 vReflectionUVW;
- uniform vec3 vReflectionInfos;
- uniform mat4 reflectionMatrix;
- #endif
- #ifdef EMISSIVE
- varying vec2 vEmissiveUV;
- uniform vec2 vEmissiveInfos;
- uniform mat4 emissiveMatrix;
- #endif
- #ifdef SPECULAR
- varying vec2 vSpecularUV;
- uniform vec2 vSpecularInfos;
- uniform mat4 specularMatrix;
- #endif
- #ifdef BONES
- uniform mat4 mBones[BonesPerMesh];
- uniform mat4 viewProjection;
- #else
- uniform mat4 worldViewProjection;
- #endif
- // Output
- varying vec3 vPositionW;
- varying vec3 vNormalW;
- #ifdef CLIPPLANE
- uniform vec4 vClipPlane;
- varying float fClipDistance;
- #endif
- #ifdef FOG
- varying float fFogDistance;
- #endif
- #ifdef SHADOWS
- #ifdef LIGHT0
- uniform mat4 lightMatrix0;
- varying vec4 vPositionFromLight0;
- #endif
- #endif
- #ifdef REFLECTION
- vec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)
- {
- if (mode == MAP_SPHERICAL)
- {
- vec3 coords = vec3(view * vec4(worldNormal, 0.0));
- return vec3(reflectionMatrix * vec4(coords, 1.0));
- }
- else if (mode == MAP_PLANAR)
- {
- vec3 viewDir = worldPos.xyz - vEyePosition;
- vec3 coords = normalize(reflect(viewDir, worldNormal));
- return vec3(reflectionMatrix * vec4(coords, 1));
- }
- else if (mode == MAP_CUBIC)
- {
- vec3 viewDir = worldPos.xyz - vEyePosition;
- vec3 coords = reflect(viewDir, worldNormal);
- return vec3(reflectionMatrix * vec4(coords, 0));
- }
- else if (mode == MAP_PROJECTION)
- {
- return vec3(reflectionMatrix * (view * worldPos));
- }
- else if (mode == MAP_SKYBOX)
- {
- return position;
- }
- return vec3(0, 0, 0);
- }
- #endif
- void main(void) {
- mat4 finalWorld;
- #ifdef BONES
- mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
- mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
- mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
- finalWorld = world * (m0 + m1 + m2);
- gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
- #else
- finalWorld = world;
- gl_Position = worldViewProjection * vec4(position, 1.0);
- #endif
- vec4 worldPos = finalWorld * vec4(position, 1.0);
- vPositionW = vec3(worldPos);
- vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
- // Texture coordinates
- #ifndef UV1
- vec2 uv = vec2(0., 0.);
- #endif
- #ifndef UV2
- vec2 uv2 = vec2(0., 0.);
- #endif
- #ifdef DIFFUSE
- if (vDiffuseInfos.x == 0.)
- {
- vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
- }
- else
- {
- vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
- }
- #endif
- #ifdef AMBIENT
- if (vAmbientInfos.x == 0.)
- {
- vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));
- }
- else
- {
- vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
- }
- #endif
- #ifdef OPACITY
- if (vOpacityInfos.x == 0.)
- {
- vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
- }
- else
- {
- vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
- }
- #endif
- #ifdef REFLECTION
- vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), vNormalW);
- #endif
- #ifdef EMISSIVE
- if (vEmissiveInfos.x == 0.)
- {
- vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
- }
- else
- {
- vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
- }
- #endif
- #ifdef SPECULAR
- if (vSpecularInfos.x == 0.)
- {
- vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));
- }
- else
- {
- vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));
- }
- #endif
- // Clip plane
- #ifdef CLIPPLANE
- fClipDistance = dot(worldPos, vClipPlane);
- #endif
- // Fog
- #ifdef FOG
- fFogDistance = (view * worldPos).z;
- #endif
- // Shadows
- #ifdef SHADOWS
- #ifdef LIGHT0
- vPositionFromLight0 = lightMatrix0 * vec4(position, 1.0);
- #endif
- #endif
- }
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