grid.vertex.fx 1.0 KB

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  1. precision highp float;
  2. // Attributes
  3. attribute vec3 position;
  4. attribute vec3 normal;
  5. #ifdef UV1
  6. attribute vec2 uv;
  7. #endif
  8. #ifdef UV2
  9. attribute vec2 uv2;
  10. #endif
  11. #include<instancesDeclaration>
  12. // Uniforms
  13. uniform mat4 projection;
  14. uniform mat4 view;
  15. // Varying
  16. varying vec3 vPosition;
  17. varying vec3 vNormal;
  18. #include<fogVertexDeclaration>
  19. #ifdef OPACITY
  20. varying vec2 vOpacityUV;
  21. uniform mat4 opacityMatrix;
  22. uniform vec2 vOpacityInfos;
  23. #endif
  24. void main(void) {
  25. #include<instancesVertex>
  26. vec4 worldPos = finalWorld * vec4(position, 1.0);
  27. #include<fogVertex>
  28. vec4 cameraSpacePosition = view * worldPos;
  29. gl_Position = projection * cameraSpacePosition;
  30. #ifdef OPACITY
  31. #ifndef UV1
  32. vec2 uv = vec2(0., 0.);
  33. #endif
  34. #ifndef UV2
  35. vec2 uv2 = vec2(0., 0.);
  36. #endif
  37. if (vOpacityInfos.x == 0.)
  38. {
  39. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  40. }
  41. else
  42. {
  43. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  44. }
  45. #endif
  46. vPosition = position;
  47. vNormal = normal;
  48. }