default.vertex.fx 3.8 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. #include<bonesDeclaration>
  17. // Uniforms
  18. #include<instancesDeclaration>
  19. uniform mat4 view;
  20. uniform mat4 viewProjection;
  21. #ifdef DIFFUSE
  22. varying vec2 vDiffuseUV;
  23. uniform mat4 diffuseMatrix;
  24. uniform vec2 vDiffuseInfos;
  25. #endif
  26. #ifdef AMBIENT
  27. varying vec2 vAmbientUV;
  28. uniform mat4 ambientMatrix;
  29. uniform vec2 vAmbientInfos;
  30. #endif
  31. #ifdef OPACITY
  32. varying vec2 vOpacityUV;
  33. uniform mat4 opacityMatrix;
  34. uniform vec2 vOpacityInfos;
  35. #endif
  36. #ifdef EMISSIVE
  37. varying vec2 vEmissiveUV;
  38. uniform vec2 vEmissiveInfos;
  39. uniform mat4 emissiveMatrix;
  40. #endif
  41. #ifdef LIGHTMAP
  42. varying vec2 vLightmapUV;
  43. uniform vec2 vLightmapInfos;
  44. uniform mat4 lightmapMatrix;
  45. #endif
  46. #if defined(SPECULAR) && defined(SPECULARTERM)
  47. varying vec2 vSpecularUV;
  48. uniform vec2 vSpecularInfos;
  49. uniform mat4 specularMatrix;
  50. #endif
  51. #ifdef BUMP
  52. varying vec2 vBumpUV;
  53. uniform vec3 vBumpInfos;
  54. uniform mat4 bumpMatrix;
  55. #endif
  56. #include<pointCloudVertexDeclaration>
  57. // Output
  58. varying vec3 vPositionW;
  59. #ifdef NORMAL
  60. varying vec3 vNormalW;
  61. #endif
  62. #ifdef VERTEXCOLOR
  63. varying vec4 vColor;
  64. #endif
  65. #include<clipPlaneVertexDeclaration>
  66. #include<fogVertexDeclaration>
  67. #include<shadowsVertexDeclaration>
  68. #ifdef REFLECTIONMAP_SKYBOX
  69. varying vec3 vPositionUVW;
  70. #endif
  71. #ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED
  72. varying vec3 vDirectionW;
  73. #endif
  74. #include<logDepthDeclaration>
  75. void main(void) {
  76. #ifdef REFLECTIONMAP_SKYBOX
  77. vPositionUVW = position;
  78. #endif
  79. #include<instancesVertex>
  80. #include<bonesVertex>
  81. gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
  82. vec4 worldPos = finalWorld * vec4(position, 1.0);
  83. vPositionW = vec3(worldPos);
  84. #ifdef NORMAL
  85. vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
  86. #endif
  87. #ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED
  88. vDirectionW = normalize(vec3(finalWorld * vec4(position, 0.0)));
  89. #endif
  90. // Texture coordinates
  91. #ifndef UV1
  92. vec2 uv = vec2(0., 0.);
  93. #endif
  94. #ifndef UV2
  95. vec2 uv2 = vec2(0., 0.);
  96. #endif
  97. #ifdef DIFFUSE
  98. if (vDiffuseInfos.x == 0.)
  99. {
  100. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  101. }
  102. else
  103. {
  104. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  105. }
  106. #endif
  107. #ifdef AMBIENT
  108. if (vAmbientInfos.x == 0.)
  109. {
  110. vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));
  111. }
  112. else
  113. {
  114. vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
  115. }
  116. #endif
  117. #ifdef OPACITY
  118. if (vOpacityInfos.x == 0.)
  119. {
  120. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  121. }
  122. else
  123. {
  124. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  125. }
  126. #endif
  127. #ifdef EMISSIVE
  128. if (vEmissiveInfos.x == 0.)
  129. {
  130. vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
  131. }
  132. else
  133. {
  134. vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  135. }
  136. #endif
  137. #ifdef LIGHTMAP
  138. if (vLightmapInfos.x == 0.)
  139. {
  140. vLightmapUV = vec2(lightmapMatrix * vec4(uv, 1.0, 0.0));
  141. }
  142. else
  143. {
  144. vLightmapUV = vec2(lightmapMatrix * vec4(uv2, 1.0, 0.0));
  145. }
  146. #endif
  147. #if defined(SPECULAR) && defined(SPECULARTERM)
  148. if (vSpecularInfos.x == 0.)
  149. {
  150. vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));
  151. }
  152. else
  153. {
  154. vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));
  155. }
  156. #endif
  157. #ifdef BUMP
  158. if (vBumpInfos.x == 0.)
  159. {
  160. vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));
  161. }
  162. else
  163. {
  164. vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));
  165. }
  166. #endif
  167. #include<clipPlaneVertex>
  168. #include<fogVertex>
  169. #include<shadowsVertex>
  170. // Vertex color
  171. #ifdef VERTEXCOLOR
  172. vColor = color;
  173. #endif
  174. #include<pointCloudVertex>
  175. #include<logDepthVertex>
  176. }