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- precision highp float;
- // Attributes
- 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
- #ifdef BONES
- attribute vec4 matricesIndices;
- attribute vec4 matricesWeights;
- #endif
- // Uniforms
- #ifdef INSTANCES
- attribute vec4 world0;
- attribute vec4 world1;
- attribute vec4 world2;
- attribute vec4 world3;
- #else
- uniform mat4 world;
- #endif
- uniform mat4 view;
- uniform mat4 viewProjection;
- #ifdef DIFFUSE
- varying vec2 vDiffuseUV;
- #endif
- #ifdef BONES
- uniform mat4 mBones[BonesPerMesh];
- #endif
- #ifdef POINTSIZE
- uniform float pointSize;
- #endif
- // Output
- varying vec3 vPositionW;
- #ifdef NORMAL
- varying vec3 vNormalW;
- #endif
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- #ifdef CLIPPLANE
- uniform vec4 vClipPlane;
- varying float fClipDistance;
- #endif
- #ifdef FOG
- varying float fFogDistance;
- #endif
- // Fire
- uniform float time;
- uniform float speed;
- varying vec2 vDistortionCoords1;
- varying vec2 vDistortionCoords2;
- varying vec2 vDistortionCoords3;
- void main(void) {
- mat4 finalWorld;
- #ifdef INSTANCES
- finalWorld = mat4(world0, world1, world2, world3);
- #else
- finalWorld = world;
- #endif
- #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;
- #ifdef BONES4
- mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
- finalWorld = finalWorld * (m0 + m1 + m2 + m3);
- #else
- finalWorld = finalWorld * (m0 + m1 + m2);
- #endif
- #endif
- gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
- vec4 worldPos = finalWorld * vec4(position, 1.0);
- vPositionW = vec3(worldPos);
- #ifdef NORMAL
- vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
- #endif
- // Texture coordinates
- #ifdef DIFFUSE
- vDiffuseUV = uv;
- vDiffuseUV.y -= 0.2;
- #endif
- // Clip plane
- #ifdef CLIPPLANE
- fClipDistance = dot(worldPos, vClipPlane);
- #endif
- // Fog
- #ifdef FOG
- fFogDistance = (view * worldPos).z;
- #endif
- // Vertex color
- #ifdef VERTEXCOLOR
- vColor = color;
- #endif
- // Point size
- #ifdef POINTSIZE
- gl_PointSize = pointSize;
- #endif
- // Fire
- vec3 layerSpeed = vec3(-0.2, -0.52, -0.1) * speed;
-
- vDistortionCoords1.x = uv.x;
- vDistortionCoords1.y = uv.y + layerSpeed.x * time / 1000.0;
-
- vDistortionCoords2.x = uv.x;
- vDistortionCoords2.y = uv.y + layerSpeed.y * time / 1000.0;
-
- vDistortionCoords3.x = uv.x;
- vDistortionCoords3.y = uv.y + layerSpeed.z * time / 1000.0;
- }
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