normal.vertex.fx 1.5 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 POINTSIZE
  27. uniform float pointSize;
  28. #endif
  29. // Output
  30. varying vec3 vPositionW;
  31. #ifdef NORMAL
  32. varying vec3 vNormalW;
  33. #endif
  34. #include<clipPlaneVertexDeclaration>
  35. #include<fogVertexDeclaration>
  36. #include<__decl__lightFragment>[0..maxSimultaneousLights]
  37. void main(void) {
  38. #include<instancesVertex>
  39. #include<bonesVertex>
  40. vec4 worldPos = finalWorld * vec4(position, 1.0);
  41. gl_Position = viewProjection * worldPos;
  42. vPositionW = vec3(worldPos);
  43. #ifdef NORMAL
  44. vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
  45. #endif
  46. // Texture coordinates
  47. #ifndef UV1
  48. vec2 uv = vec2(0., 0.);
  49. #endif
  50. #ifndef UV2
  51. vec2 uv2 = vec2(0., 0.);
  52. #endif
  53. #ifdef DIFFUSE
  54. if (vDiffuseInfos.x == 0.)
  55. {
  56. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  57. }
  58. else
  59. {
  60. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  61. }
  62. #endif
  63. // Clip plane
  64. #include<clipPlaneVertex>
  65. // Fog
  66. #include<fogVertex>
  67. #include<shadowsVertex>[0..maxSimultaneousLights]
  68. // Point size
  69. #ifdef POINTSIZE
  70. gl_PointSize = pointSize;
  71. #endif
  72. }