123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051 |
- // Attribute
- attribute vec3 position;
- #include<bonesDeclaration>
- #include<morphTargetsVertexGlobalDeclaration>
- #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
- // Uniform
- #include<instancesDeclaration>
- uniform mat4 viewProjection;
- uniform vec2 depthValues;
- #if defined(ALPHATEST) || defined(NEED_UV)
- varying vec2 vUV;
- uniform mat4 diffuseMatrix;
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #endif
- varying float vDepthMetric;
- void main(void)
- {
- vec3 positionUpdated = position;
- #ifdef UV1
- vec2 uvUpdated = uv;
- #endif
- #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
- #include<instancesVertex>
- #include<bonesVertex>
- gl_Position = viewProjection * finalWorld * vec4(positionUpdated, 1.0);
-
- vDepthMetric = ((gl_Position.z + depthValues.x) / (depthValues.y));
- #if defined(ALPHATEST) || defined(BASIC_RENDER)
- #ifdef UV1
- vUV = vec2(diffuseMatrix * vec4(uvUpdated, 1.0, 0.0));
- #endif
- #ifdef UV2
- vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
- #endif
- #endif
- }
|