default.vertex.fx 4.7 KB

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  1. #ifdef GL_ES
  2. precision highp float;
  3. #endif
  4. // Attributes
  5. attribute vec3 position;
  6. #ifdef NORMAL
  7. attribute vec3 normal;
  8. #endif
  9. #ifdef UV1
  10. attribute vec2 uv;
  11. #endif
  12. #ifdef UV2
  13. attribute vec2 uv2;
  14. #endif
  15. #ifdef VERTEXCOLOR
  16. attribute vec4 color;
  17. #endif
  18. #ifdef BONES
  19. attribute vec4 matricesIndices;
  20. attribute vec4 matricesWeights;
  21. #endif
  22. // Uniforms
  23. #ifdef INSTANCES
  24. attribute vec4 world0;
  25. attribute vec4 world1;
  26. attribute vec4 world2;
  27. attribute vec4 world3;
  28. #else
  29. uniform mat4 world;
  30. #endif
  31. uniform mat4 view;
  32. uniform mat4 viewProjection;
  33. #ifdef DIFFUSE
  34. varying vec2 vDiffuseUV;
  35. uniform mat4 diffuseMatrix;
  36. uniform vec2 vDiffuseInfos;
  37. #endif
  38. #ifdef AMBIENT
  39. varying vec2 vAmbientUV;
  40. uniform mat4 ambientMatrix;
  41. uniform vec2 vAmbientInfos;
  42. #endif
  43. #ifdef OPACITY
  44. varying vec2 vOpacityUV;
  45. uniform mat4 opacityMatrix;
  46. uniform vec2 vOpacityInfos;
  47. #endif
  48. #ifdef EMISSIVE
  49. varying vec2 vEmissiveUV;
  50. uniform vec2 vEmissiveInfos;
  51. uniform mat4 emissiveMatrix;
  52. #endif
  53. #ifdef SPECULAR
  54. varying vec2 vSpecularUV;
  55. uniform vec2 vSpecularInfos;
  56. uniform mat4 specularMatrix;
  57. #endif
  58. #ifdef BUMP
  59. varying vec2 vBumpUV;
  60. uniform vec2 vBumpInfos;
  61. uniform mat4 bumpMatrix;
  62. #endif
  63. #ifdef BONES
  64. uniform mat4 mBones[BonesPerMesh];
  65. #endif
  66. #ifdef POINTSIZE
  67. uniform float pointSize;
  68. #endif
  69. // Output
  70. varying vec3 vPositionW;
  71. #ifdef NORMAL
  72. varying vec3 vNormalW;
  73. #endif
  74. #ifdef VERTEXCOLOR
  75. varying vec4 vColor;
  76. #endif
  77. #ifdef CLIPPLANE
  78. uniform vec4 vClipPlane;
  79. varying float fClipDistance;
  80. #endif
  81. #ifdef FOG
  82. varying float fFogDistance;
  83. #endif
  84. #ifdef SHADOWS
  85. #ifdef LIGHT0
  86. uniform mat4 lightMatrix0;
  87. varying vec4 vPositionFromLight0;
  88. #endif
  89. #ifdef LIGHT1
  90. uniform mat4 lightMatrix1;
  91. varying vec4 vPositionFromLight1;
  92. #endif
  93. #ifdef LIGHT2
  94. uniform mat4 lightMatrix2;
  95. varying vec4 vPositionFromLight2;
  96. #endif
  97. #ifdef LIGHT3
  98. uniform mat4 lightMatrix3;
  99. varying vec4 vPositionFromLight3;
  100. #endif
  101. #endif
  102. #ifdef REFLECTION
  103. varying vec3 vPositionUVW;
  104. #endif
  105. void main(void) {
  106. mat4 finalWorld;
  107. #ifdef REFLECTION
  108. vPositionUVW = position;
  109. #endif
  110. #ifdef INSTANCES
  111. finalWorld = mat4(world0, world1, world2, world3);
  112. #else
  113. finalWorld = world;
  114. #endif
  115. #ifdef BONES
  116. mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
  117. mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
  118. mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
  119. #ifdef BONES4
  120. mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
  121. finalWorld = finalWorld * (m0 + m1 + m2 + m3);
  122. #else
  123. finalWorld = finalWorld * (m0 + m1 + m2);
  124. #endif
  125. #endif
  126. gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
  127. vec4 worldPos = finalWorld * vec4(position, 1.0);
  128. vPositionW = vec3(worldPos);
  129. #ifdef NORMAL
  130. vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
  131. #endif
  132. // Texture coordinates
  133. #ifndef UV1
  134. vec2 uv = vec2(0., 0.);
  135. #endif
  136. #ifndef UV2
  137. vec2 uv2 = vec2(0., 0.);
  138. #endif
  139. #ifdef DIFFUSE
  140. if (vDiffuseInfos.x == 0.)
  141. {
  142. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  143. }
  144. else
  145. {
  146. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  147. }
  148. #endif
  149. #ifdef AMBIENT
  150. if (vAmbientInfos.x == 0.)
  151. {
  152. vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));
  153. }
  154. else
  155. {
  156. vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
  157. }
  158. #endif
  159. #ifdef OPACITY
  160. if (vOpacityInfos.x == 0.)
  161. {
  162. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  163. }
  164. else
  165. {
  166. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  167. }
  168. #endif
  169. #ifdef EMISSIVE
  170. if (vEmissiveInfos.x == 0.)
  171. {
  172. vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
  173. }
  174. else
  175. {
  176. vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  177. }
  178. #endif
  179. #ifdef SPECULAR
  180. if (vSpecularInfos.x == 0.)
  181. {
  182. vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));
  183. }
  184. else
  185. {
  186. vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));
  187. }
  188. #endif
  189. #ifdef BUMP
  190. if (vBumpInfos.x == 0.)
  191. {
  192. vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));
  193. }
  194. else
  195. {
  196. vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));
  197. }
  198. #endif
  199. // Clip plane
  200. #ifdef CLIPPLANE
  201. fClipDistance = dot(worldPos, vClipPlane);
  202. #endif
  203. // Fog
  204. #ifdef FOG
  205. fFogDistance = (view * worldPos).z;
  206. #endif
  207. // Shadows
  208. #ifdef SHADOWS
  209. #ifdef LIGHT0
  210. vPositionFromLight0 = lightMatrix0 * worldPos;
  211. #endif
  212. #ifdef LIGHT1
  213. vPositionFromLight1 = lightMatrix1 * worldPos;
  214. #endif
  215. #ifdef LIGHT2
  216. vPositionFromLight2 = lightMatrix2 * worldPos;
  217. #endif
  218. #ifdef LIGHT3
  219. vPositionFromLight3 = lightMatrix3 * worldPos;
  220. #endif
  221. #endif
  222. // Vertex color
  223. #ifdef VERTEXCOLOR
  224. vColor = color;
  225. #endif
  226. // Point size
  227. #ifdef POINTSIZE
  228. gl_PointSize = pointSize;
  229. #endif
  230. }