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- #ifdef GL_ES
- precision mediump float;
- #endif
- // Attribute
- attribute vec3 position;
- #ifdef BONES
- attribute vec4 matricesIndices;
- attribute vec4 matricesWeights;
- #endif
- // Uniform
- #ifdef BONES
- uniform mat4 world;
- uniform mat4 mBones[BonesPerMesh];
- uniform mat4 viewProjection;
- #else
- uniform mat4 worldViewProjection;
- #endif
- #ifndef VSM
- varying vec4 vPosition;
- #endif
- void main(void)
- {
- #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;
- mat4 finalWorld = world * (m0 + m1 + m2 + m3);
- gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
- #else
- #ifndef VSM
- vPosition = worldViewProjection * vec4(position, 1.0);
- #endif
- gl_Position = worldViewProjection * vec4(position, 1.0);
- #endif
- }
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