glowMapGeneration.vertex.fx 1.4 KB

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  1. // Attribute
  2. attribute vec3 position;
  3. #include<bonesDeclaration>
  4. #include<morphTargetsVertexGlobalDeclaration>
  5. #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
  6. // Uniforms
  7. #include<instancesDeclaration>
  8. uniform mat4 viewProjection;
  9. varying vec4 vPosition;
  10. #ifdef UV1
  11. attribute vec2 uv;
  12. #endif
  13. #ifdef UV2
  14. attribute vec2 uv2;
  15. #endif
  16. #ifdef ALPHATEST
  17. varying vec2 vUVDiffuse;
  18. uniform mat4 diffuseMatrix;
  19. #endif
  20. #ifdef EMISSIVE
  21. varying vec2 vUVEmissive;
  22. uniform mat4 emissiveMatrix;
  23. #endif
  24. void main(void)
  25. {
  26. vec3 positionUpdated = position;
  27. #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
  28. #include<instancesVertex>
  29. #include<bonesVertex>
  30. #ifdef CUBEMAP
  31. vPosition = finalWorld * vec4(positionUpdated, 1.0);
  32. gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
  33. #else
  34. vPosition = viewProjection * finalWorld * vec4(positionUpdated, 1.0);
  35. gl_Position = vPosition;
  36. #endif
  37. #ifdef ALPHATEST
  38. #ifdef DIFFUSEUV1
  39. vUVDiffuse = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  40. #endif
  41. #ifdef DIFFUSEUV2
  42. vUVDiffuse = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  43. #endif
  44. #endif
  45. #ifdef EMISSIVE
  46. #ifdef EMISSIVEUV1
  47. vUVEmissive = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
  48. #endif
  49. #ifdef EMISSIVEUV2
  50. vUVEmissive = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  51. #endif
  52. #endif
  53. }