legacydefault.vertex.fx 5.1 KB

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  1. #ifdef GL_ES
  2. precision highp float;
  3. #endif
  4. #define MAP_EXPLICIT 0.
  5. #define MAP_SPHERICAL 1.
  6. #define MAP_PLANAR 2.
  7. #define MAP_CUBIC 3.
  8. #define MAP_PROJECTION 4.
  9. #define MAP_SKYBOX 5.
  10. // Attributes
  11. attribute vec3 position;
  12. attribute vec3 normal;
  13. #ifdef UV1
  14. attribute vec2 uv;
  15. #endif
  16. #ifdef UV2
  17. attribute vec2 uv2;
  18. #endif
  19. #ifdef VERTEXCOLOR
  20. attribute vec3 color;
  21. #endif
  22. #ifdef BONES
  23. attribute vec4 matricesIndices;
  24. attribute vec4 matricesWeights;
  25. #endif
  26. // Uniforms
  27. uniform mat4 world;
  28. uniform mat4 view;
  29. uniform mat4 viewProjection;
  30. #ifdef DIFFUSE
  31. varying vec2 vDiffuseUV;
  32. uniform mat4 diffuseMatrix;
  33. uniform vec2 vDiffuseInfos;
  34. #endif
  35. #ifdef AMBIENT
  36. varying vec2 vAmbientUV;
  37. uniform mat4 ambientMatrix;
  38. uniform vec2 vAmbientInfos;
  39. #endif
  40. #ifdef OPACITY
  41. varying vec2 vOpacityUV;
  42. uniform mat4 opacityMatrix;
  43. uniform vec2 vOpacityInfos;
  44. #endif
  45. #ifdef REFLECTION
  46. uniform vec3 vEyePosition;
  47. varying vec3 vReflectionUVW;
  48. uniform vec3 vReflectionInfos;
  49. uniform mat4 reflectionMatrix;
  50. #endif
  51. #ifdef EMISSIVE
  52. varying vec2 vEmissiveUV;
  53. uniform vec2 vEmissiveInfos;
  54. uniform mat4 emissiveMatrix;
  55. #endif
  56. #ifdef SPECULAR
  57. varying vec2 vSpecularUV;
  58. uniform vec2 vSpecularInfos;
  59. uniform mat4 specularMatrix;
  60. #endif
  61. #ifdef BUMP
  62. varying vec2 vBumpUV;
  63. uniform vec2 vBumpInfos;
  64. uniform mat4 bumpMatrix;
  65. #endif
  66. #ifdef BONES
  67. uniform mat4 mBones[BonesPerMesh];
  68. #endif
  69. // Output
  70. varying vec3 vPositionW;
  71. varying vec3 vNormalW;
  72. #ifdef VERTEXCOLOR
  73. varying vec3 vColor;
  74. #endif
  75. #ifdef CLIPPLANE
  76. uniform vec4 vClipPlane;
  77. varying float fClipDistance;
  78. #endif
  79. #ifdef FOG
  80. varying float fFogDistance;
  81. #endif
  82. #ifdef SHADOWS
  83. #ifdef LIGHT0
  84. uniform mat4 lightMatrix0;
  85. varying vec4 vPositionFromLight0;
  86. #endif
  87. #ifdef LIGHT1
  88. uniform mat4 lightMatrix1;
  89. varying vec4 vPositionFromLight1;
  90. #endif
  91. #ifdef LIGHT2
  92. uniform mat4 lightMatrix2;
  93. varying vec4 vPositionFromLight2;
  94. #endif
  95. #ifdef LIGHT3
  96. uniform mat4 lightMatrix3;
  97. varying vec4 vPositionFromLight3;
  98. #endif
  99. #endif
  100. #ifdef REFLECTION
  101. vec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)
  102. {
  103. if (mode == MAP_SPHERICAL)
  104. {
  105. vec3 coords = vec3(view * vec4(worldNormal, 0.0));
  106. return vec3(reflectionMatrix * vec4(coords, 1.0));
  107. }
  108. else if (mode == MAP_PLANAR)
  109. {
  110. vec3 viewDir = worldPos.xyz - vEyePosition;
  111. vec3 coords = normalize(reflect(viewDir, worldNormal));
  112. return vec3(reflectionMatrix * vec4(coords, 1));
  113. }
  114. else if (mode == MAP_CUBIC)
  115. {
  116. vec3 viewDir = worldPos.xyz - vEyePosition;
  117. vec3 coords = reflect(viewDir, worldNormal);
  118. return vec3(reflectionMatrix * vec4(coords, 0));
  119. }
  120. else if (mode == MAP_PROJECTION)
  121. {
  122. return vec3(reflectionMatrix * (view * worldPos));
  123. }
  124. else if (mode == MAP_SKYBOX)
  125. {
  126. return position;
  127. }
  128. return vec3(0, 0, 0);
  129. }
  130. #endif
  131. void main(void) {
  132. mat4 finalWorld;
  133. #ifdef BONES
  134. mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
  135. mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
  136. mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
  137. #ifdef BONES4
  138. mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
  139. finalWorld = world * (m0 + m1 + m2 + m3);
  140. #else
  141. finalWorld = world * (m0 + m1 + m2);
  142. #endif
  143. #else
  144. finalWorld = world;
  145. #endif
  146. gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
  147. vec4 worldPos = finalWorld * vec4(position, 1.0);
  148. vPositionW = vec3(worldPos);
  149. vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
  150. // Texture coordinates
  151. #ifndef UV1
  152. vec2 uv = vec2(0., 0.);
  153. #endif
  154. #ifndef UV2
  155. vec2 uv2 = vec2(0., 0.);
  156. #endif
  157. #ifdef DIFFUSE
  158. if (vDiffuseInfos.x == 0.)
  159. {
  160. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  161. }
  162. else
  163. {
  164. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  165. }
  166. #endif
  167. #ifdef AMBIENT
  168. if (vAmbientInfos.x == 0.)
  169. {
  170. vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));
  171. }
  172. else
  173. {
  174. vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
  175. }
  176. #endif
  177. #ifdef OPACITY
  178. if (vOpacityInfos.x == 0.)
  179. {
  180. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  181. }
  182. else
  183. {
  184. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  185. }
  186. #endif
  187. #ifdef REFLECTION
  188. vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), vNormalW);
  189. #endif
  190. #ifdef EMISSIVE
  191. if (vEmissiveInfos.x == 0.)
  192. {
  193. vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
  194. }
  195. else
  196. {
  197. vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  198. }
  199. #endif
  200. #ifdef SPECULAR
  201. if (vSpecularInfos.x == 0.)
  202. {
  203. vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));
  204. }
  205. else
  206. {
  207. vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));
  208. }
  209. #endif
  210. #ifdef BUMP
  211. if (vBumpInfos.x == 0.)
  212. {
  213. vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));
  214. }
  215. else
  216. {
  217. vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));
  218. }
  219. #endif
  220. // Clip plane
  221. #ifdef CLIPPLANE
  222. fClipDistance = dot(worldPos, vClipPlane);
  223. #endif
  224. // Fog
  225. #ifdef FOG
  226. fFogDistance = (view * worldPos).z;
  227. #endif
  228. // Shadows
  229. #ifdef SHADOWS
  230. #ifdef LIGHT0
  231. vPositionFromLight0 = lightMatrix0 * worldPos;
  232. #endif
  233. #ifdef LIGHT1
  234. vPositionFromLight1 = lightMatrix1 * worldPos;
  235. #endif
  236. #ifdef LIGHT2
  237. vPositionFromLight2 = lightMatrix2 * worldPos;
  238. #endif
  239. #ifdef LIGHT3
  240. vPositionFromLight3 = lightMatrix3 * worldPos;
  241. #endif
  242. #endif
  243. // Vertex color
  244. #ifdef VERTEXCOLOR
  245. vColor = color;
  246. #endif
  247. }