legacypbr.vertex.fx 2.4 KB

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  1. precision mediump float;
  2. // Attributes
  3. attribute vec3 position;
  4. attribute vec3 normal;
  5. #ifdef UV1
  6. attribute vec2 uv;
  7. #endif
  8. #ifdef UV2
  9. attribute vec2 uv2;
  10. #endif
  11. #ifdef VERTEXCOLOR
  12. attribute vec4 color;
  13. #endif
  14. #include<bonesDeclaration>
  15. // Uniforms
  16. uniform mat4 world;
  17. uniform mat4 view;
  18. uniform mat4 viewProjection;
  19. #ifdef ALBEDO
  20. varying vec2 vAlbedoUV;
  21. uniform mat4 albedoMatrix;
  22. uniform vec2 vAlbedoInfos;
  23. #endif
  24. #ifdef AMBIENT
  25. varying vec2 vAmbientUV;
  26. uniform mat4 ambientMatrix;
  27. uniform vec2 vAmbientInfos;
  28. #endif
  29. #ifdef OPACITY
  30. varying vec2 vOpacityUV;
  31. uniform mat4 opacityMatrix;
  32. uniform vec2 vOpacityInfos;
  33. #endif
  34. #ifdef EMISSIVE
  35. varying vec2 vEmissiveUV;
  36. uniform vec2 vEmissiveInfos;
  37. uniform mat4 emissiveMatrix;
  38. #endif
  39. #if defined(REFLECTIVITY)
  40. varying vec2 vReflectivityUV;
  41. uniform vec2 vReflectivityInfos;
  42. uniform mat4 reflectivityMatrix;
  43. #endif
  44. // Output
  45. varying vec3 vPositionW;
  46. varying vec3 vNormalW;
  47. #ifdef VERTEXCOLOR
  48. varying vec4 vColor;
  49. #endif
  50. #include<clipPlaneVertexDeclaration>
  51. void main(void) {
  52. mat4 finalWorld = world;
  53. #include<bonesVertex>
  54. finalWorld = finalWorld * influence;
  55. #endif
  56. gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
  57. vec4 worldPos = finalWorld * vec4(position, 1.0);
  58. vPositionW = vec3(worldPos);
  59. vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
  60. // Texture coordinates
  61. #ifndef UV1
  62. vec2 uv = vec2(0., 0.);
  63. #endif
  64. #ifndef UV2
  65. vec2 uv2 = vec2(0., 0.);
  66. #endif
  67. #ifdef ALBEDO
  68. if (vAlbedoInfos.x == 0.)
  69. {
  70. vAlbedoUV = vec2(albedoMatrix * vec4(uv, 1.0, 0.0));
  71. }
  72. else
  73. {
  74. vAlbedoUV = vec2(albedoMatrix * vec4(uv2, 1.0, 0.0));
  75. }
  76. #endif
  77. #ifdef AMBIENT
  78. if (vAmbientInfos.x == 0.)
  79. {
  80. vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));
  81. }
  82. else
  83. {
  84. vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));
  85. }
  86. #endif
  87. #ifdef OPACITY
  88. if (vOpacityInfos.x == 0.)
  89. {
  90. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  91. }
  92. else
  93. {
  94. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  95. }
  96. #endif
  97. #ifdef EMISSIVE
  98. if (vEmissiveInfos.x == 0.)
  99. {
  100. vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));
  101. }
  102. else
  103. {
  104. vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));
  105. }
  106. #endif
  107. #if defined(REFLECTIVITY)
  108. if (vReflectivityInfos.x == 0.)
  109. {
  110. vReflectivityUV = vec2(reflectivityMatrix * vec4(uv, 1.0, 0.0));
  111. }
  112. else
  113. {
  114. vReflectivityUV = vec2(reflectivityMatrix * vec4(uv2, 1.0, 0.0));
  115. }
  116. #endif
  117. #include<clipPlaneVertex>
  118. // Vertex color
  119. #ifdef VERTEXCOLOR
  120. vColor = color;
  121. #endif
  122. }