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- import { Effect } from "babylonjs";
- let name = 'gradientVertexShader';
- let shader = `precision highp float;
- 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
- #include<bonesDeclaration>
- #include<instancesDeclaration>
- uniform mat4 view;
- uniform mat4 viewProjection;
- #ifdef DIFFUSE
- varying vec2 vDiffuseUV;
- uniform mat4 diffuseMatrix;
- uniform vec2 vDiffuseInfos;
- #endif
- #ifdef POINTSIZE
- uniform float pointSize;
- #endif
- varying vec3 vPositionW;
- varying vec3 vPosition;
- #ifdef NORMAL
- varying vec3 vNormalW;
- #endif
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- #include<clipPlaneVertexDeclaration>
- #include<fogVertexDeclaration>
- #include<__decl__lightFragment>[0..maxSimultaneousLights]
- void main(void) {
- #include<instancesVertex>
- #include<bonesVertex>
- gl_Position=viewProjection*finalWorld*vec4(position,1.0);
- vec4 worldPos=finalWorld*vec4(position,1.0);
- vPositionW=vec3(worldPos);
- vPosition=position;
- #ifdef NORMAL
- vNormalW=normalize(vec3(finalWorld*vec4(normal,0.0)));
- #endif
- #ifndef UV1
- vec2 uv=vec2(0.,0.);
- #endif
- #ifndef UV2
- vec2 uv2=vec2(0.,0.);
- #endif
- #ifdef DIFFUSE
- if (vDiffuseInfos.x == 0.)
- {
- vDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));
- }
- else
- {
- vDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
- }
- #endif
- #include<clipPlaneVertex>
- #include<fogVertex>
- #include<shadowsVertex>[0..maxSimultaneousLights]
- #ifdef VERTEXCOLOR
- vColor=color;
- #endif
- #ifdef POINTSIZE
- gl_PointSize=pointSize;
- #endif
- }
- `;
- Effect.ShadersStore[name] = shader;
- export { shader, name };
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