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- precision highp float;
- // Attributes
- attribute vec3 position;
- #ifdef NORMAL
- attribute vec3 normal;
- #endif
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #ifdef VERTEXCOLOR
- attribute vec4 color;
- #endif
- #ifdef BONES
- attribute vec4 matricesIndices;
- attribute vec4 matricesWeights;
- #endif
- // Uniforms
- #ifdef INSTANCES
- attribute vec4 world0;
- attribute vec4 world1;
- attribute vec4 world2;
- attribute vec4 world3;
- #else
- uniform mat4 world;
- #endif
- uniform mat4 view;
- uniform mat4 viewProjection;
- #ifdef DIFFUSE
- varying vec2 vTextureUV;
- uniform mat4 textureMatrix;
- uniform vec2 vTextureInfos;
- #endif
- #ifdef BONES
- uniform mat4 mBones[BonesPerMesh];
- #endif
- #ifdef POINTSIZE
- uniform float pointSize;
- #endif
- // Output
- varying vec3 vPositionW;
- #ifdef NORMAL
- varying vec3 vNormalW;
- #endif
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- #ifdef CLIPPLANE
- uniform vec4 vClipPlane;
- varying float fClipDistance;
- #endif
- #ifdef FOG
- varying float fFogDistance;
- #endif
- #ifdef SHADOWS
- #if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
- uniform mat4 lightMatrix0;
- varying vec4 vPositionFromLight0;
- #endif
- #if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
- uniform mat4 lightMatrix1;
- varying vec4 vPositionFromLight1;
- #endif
- #if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
- uniform mat4 lightMatrix2;
- varying vec4 vPositionFromLight2;
- #endif
- #if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
- uniform mat4 lightMatrix3;
- varying vec4 vPositionFromLight3;
- #endif
- #endif
- void main(void) {
- mat4 finalWorld;
- #ifdef INSTANCES
- finalWorld = mat4(world0, world1, world2, world3);
- #else
- finalWorld = world;
- #endif
- #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;
- #ifdef BONES4
- mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
- finalWorld = finalWorld * (m0 + m1 + m2 + m3);
- #else
- finalWorld = finalWorld * (m0 + m1 + m2);
- #endif
- #endif
- gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
- vec4 worldPos = finalWorld * vec4(position, 1.0);
- vPositionW = vec3(worldPos);
- #ifdef NORMAL
- vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
- #endif
- // Texture coordinates
- #ifndef UV1
- vec2 uv = vec2(0., 0.);
- #endif
- #ifndef UV2
- vec2 uv2 = vec2(0., 0.);
- #endif
- #ifdef DIFFUSE
- if (vTextureInfos.x == 0.)
- {
- vTextureUV = vec2(textureMatrix * vec4(uv, 1.0, 0.0));
- }
- else
- {
- vTextureUV = vec2(textureMatrix * vec4(uv2, 1.0, 0.0));
- }
- #endif
- // Clip plane
- #ifdef CLIPPLANE
- fClipDistance = dot(worldPos, vClipPlane);
- #endif
- // Fog
- #ifdef FOG
- fFogDistance = (view * worldPos).z;
- #endif
- // Shadows
- #ifdef SHADOWS
- #if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
- vPositionFromLight0 = lightMatrix0 * worldPos;
- #endif
- #if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
- vPositionFromLight1 = lightMatrix1 * worldPos;
- #endif
- #if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
- vPositionFromLight2 = lightMatrix2 * worldPos;
- #endif
- #if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
- vPositionFromLight3 = lightMatrix3 * worldPos;
- #endif
- #endif
- // Vertex color
- #ifdef VERTEXCOLOR
- vColor = color;
- #endif
- // Point size
- #ifdef POINTSIZE
- gl_PointSize = pointSize;
- #endif
- }
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