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- #ifdef GL_ES
- precision highp float;
- #endif
- // Attribute
- attribute vec3 position;
- attribute vec3 normal;
- #ifdef BONES
- attribute vec4 matricesIndices;
- attribute vec4 matricesWeights;
- #endif
- // Uniform
- uniform float offset;
- #ifdef INSTANCES
- attribute vec4 world0;
- attribute vec4 world1;
- attribute vec4 world2;
- attribute vec4 world3;
- #else
- uniform mat4 world;
- #endif
- uniform mat4 viewProjection;
- #ifdef BONES
- uniform mat4 mBones[BonesPerMesh];
- #endif
- #ifdef ALPHATEST
- varying vec2 vUV;
- uniform mat4 diffuseMatrix;
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #endif
- void main(void)
- {
- #ifdef INSTANCES
- mat4 finalWorld = mat4(world0, world1, world2, world3);
- #else
- mat4 finalWorld = world;
- #endif
- vec3 offsetPosition = position + normal * offset;
- #ifdef BONES
- mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
- mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
- mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
- mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
- finalWorld = finalWorld * (m0 + m1 + m2 + m3);
- gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);
- #else
- gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);
- #endif
- #ifdef ALPHATEST
- #ifdef UV1
- vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
- #endif
- #ifdef UV2
- vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
- #endif
- #endif
- }
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