default.vertex.fx 4.6 KB

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  1. #ifdef GL_ES
  2. precision highp float;
  3. #endif
  4. // Attributes
  5. attribute vec3 position;
  6. attribute vec3 normal;
  7. #ifdef UV1
  8. attribute vec2 uv;
  9. #endif
  10. #ifdef UV2
  11. attribute vec2 uv2;
  12. #endif
  13. #ifdef VERTEXCOLOR
  14. attribute vec4 color;
  15. #endif
  16. #ifdef BONES
  17. attribute vec4 matricesIndices;
  18. attribute vec4 matricesWeights;
  19. #endif
  20. // Uniforms
  21. #ifdef INSTANCES
  22. attribute vec4 world0;
  23. attribute vec4 world1;
  24. attribute vec4 world2;
  25. attribute vec4 world3;
  26. #else
  27. uniform mat4 world;
  28. #endif
  29. uniform mat4 view;
  30. uniform mat4 viewProjection;
  31. #ifdef DIFFUSE
  32. varying vec2 vDiffuseUV;
  33. uniform mat4 diffuseMatrix;
  34. uniform vec2 vDiffuseInfos;
  35. #endif
  36. #ifdef AMBIENT
  37. varying vec2 vAmbientUV;
  38. uniform mat4 ambientMatrix;
  39. uniform vec2 vAmbientInfos;
  40. #endif
  41. #ifdef OPACITY
  42. varying vec2 vOpacityUV;
  43. uniform mat4 opacityMatrix;
  44. uniform vec2 vOpacityInfos;
  45. #endif
  46. #ifdef EMISSIVE
  47. varying vec2 vEmissiveUV;
  48. uniform vec2 vEmissiveInfos;
  49. uniform mat4 emissiveMatrix;
  50. #endif
  51. #ifdef SPECULAR
  52. varying vec2 vSpecularUV;
  53. uniform vec2 vSpecularInfos;
  54. uniform mat4 specularMatrix;
  55. #endif
  56. #ifdef BUMP
  57. varying vec2 vBumpUV;
  58. uniform vec2 vBumpInfos;
  59. uniform mat4 bumpMatrix;
  60. #endif
  61. #ifdef BONES
  62. uniform mat4 mBones[BonesPerMesh];
  63. #endif
  64. #ifdef POINTSIZE
  65. uniform float pointSize;
  66. #endif
  67. // Output
  68. varying vec3 vPositionW;
  69. varying vec3 vNormalW;
  70. #ifdef VERTEXCOLOR
  71. varying vec4 vColor;
  72. #endif
  73. #ifdef CLIPPLANE
  74. uniform vec4 vClipPlane;
  75. varying float fClipDistance;
  76. #endif
  77. #ifdef FOG
  78. varying float fFogDistance;
  79. #endif
  80. #ifdef SHADOWS
  81. #ifdef LIGHT0
  82. uniform mat4 lightMatrix0;
  83. varying vec4 vPositionFromLight0;
  84. #endif
  85. #ifdef LIGHT1
  86. uniform mat4 lightMatrix1;
  87. varying vec4 vPositionFromLight1;
  88. #endif
  89. #ifdef LIGHT2
  90. uniform mat4 lightMatrix2;
  91. varying vec4 vPositionFromLight2;
  92. #endif
  93. #ifdef LIGHT3
  94. uniform mat4 lightMatrix3;
  95. varying vec4 vPositionFromLight3;
  96. #endif
  97. #endif
  98. #ifdef REFLECTION
  99. varying vec3 vPositionUVW;
  100. #endif
  101. void main(void) {
  102. mat4 finalWorld;
  103. #ifdef REFLECTION
  104. vPositionUVW = position;
  105. #endif
  106. #ifdef INSTANCES
  107. finalWorld = mat4(world0, world1, world2, world3);
  108. #else
  109. finalWorld = world;
  110. #endif
  111. #ifdef BONES
  112. mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
  113. mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
  114. mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
  115. #ifdef BONES4
  116. mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
  117. finalWorld = finalWorld * (m0 + m1 + m2 + m3);
  118. #else
  119. finalWorld = finalWorld * (m0 + m1 + m2);
  120. #endif
  121. #endif
  122. gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
  123. vec4 worldPos = finalWorld * vec4(position, 1.0);
  124. vPositionW = vec3(worldPos);
  125. vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
  126. // Texture coordinates
  127. #ifndef UV1
  128. vec2 uv = vec2(0., 0.);
  129. #endif
  130. #ifndef UV2
  131. vec2 uv2 = vec2(0., 0.);
  132. #endif
  133. #ifdef DIFFUSE
  134. if (vDiffuseInfos.x == 0.)
  135. {
  136. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  137. }
  138. else
  139. {
  140. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  141. }
  142. #endif
  143. #ifdef AMBIENT
  144. if (vAmbientInfos.x == 0.)
  145. {
  146. vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));
  147. }
  148. else
  149. {
  150. vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
  151. }
  152. #endif
  153. #ifdef OPACITY
  154. if (vOpacityInfos.x == 0.)
  155. {
  156. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  157. }
  158. else
  159. {
  160. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  161. }
  162. #endif
  163. #ifdef EMISSIVE
  164. if (vEmissiveInfos.x == 0.)
  165. {
  166. vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
  167. }
  168. else
  169. {
  170. vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  171. }
  172. #endif
  173. #ifdef SPECULAR
  174. if (vSpecularInfos.x == 0.)
  175. {
  176. vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));
  177. }
  178. else
  179. {
  180. vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));
  181. }
  182. #endif
  183. #ifdef BUMP
  184. if (vBumpInfos.x == 0.)
  185. {
  186. vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));
  187. }
  188. else
  189. {
  190. vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));
  191. }
  192. #endif
  193. // Clip plane
  194. #ifdef CLIPPLANE
  195. fClipDistance = dot(worldPos, vClipPlane);
  196. #endif
  197. // Fog
  198. #ifdef FOG
  199. fFogDistance = (view * worldPos).z;
  200. #endif
  201. // Shadows
  202. #ifdef SHADOWS
  203. #ifdef LIGHT0
  204. vPositionFromLight0 = lightMatrix0 * worldPos;
  205. #endif
  206. #ifdef LIGHT1
  207. vPositionFromLight1 = lightMatrix1 * worldPos;
  208. #endif
  209. #ifdef LIGHT2
  210. vPositionFromLight2 = lightMatrix2 * worldPos;
  211. #endif
  212. #ifdef LIGHT3
  213. vPositionFromLight3 = lightMatrix3 * worldPos;
  214. #endif
  215. #endif
  216. // Vertex color
  217. #ifdef VERTEXCOLOR
  218. vColor = color;
  219. #endif
  220. // Point size
  221. #ifdef POINTSIZE
  222. gl_PointSize = pointSize;
  223. #endif
  224. }