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November 9, 2022 04:23
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THREE.MeshBasicMaterial
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#version 300 es | |
#define varying in | |
layout(location = 0) out highp vec4 pc_fragColor; | |
#define gl_FragColor pc_fragColor | |
#define gl_FragDepthEXT gl_FragDepth | |
#define texture2D texture | |
#define textureCube texture | |
#define texture2DProj textureProj | |
#define texture2DLodEXT textureLod | |
#define texture2DProjLodEXT textureProjLod | |
#define textureCubeLodEXT textureLod | |
#define texture2DGradEXT textureGrad | |
#define texture2DProjGradEXT textureProjGrad | |
#define textureCubeGradEXT textureGrad | |
precision highp float; | |
precision highp int; | |
#define HIGH_PRECISION | |
#define SHADER_NAME MeshBasicMaterial | |
uniform mat4 viewMatrix; | |
uniform vec3 cameraPosition; | |
uniform bool isOrthographic; | |
#define OPAQUE | |
vec4 LinearToLinear( in vec4 value ) { | |
return value; | |
} | |
vec4 LinearTosRGB( in vec4 value ) { | |
return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a ); | |
} | |
vec4 linearToOutputTexel( vec4 value ) { | |
return LinearToLinear( value ); | |
} | |
uniform vec3 diffuse; | |
uniform float opacity; | |
#ifndef FLAT_SHADED | |
varying vec3 vNormal; | |
#endif | |
#define PI 3.141592653589793 | |
#define PI2 6.283185307179586 | |
#define PI_HALF 1.5707963267948966 | |
#define RECIPROCAL_PI 0.3183098861837907 | |
#define RECIPROCAL_PI2 0.15915494309189535 | |
#define EPSILON 1e-6 | |
#ifndef saturate | |
#define saturate( a ) clamp( a, 0.0, 1.0 ) | |
#endif | |
#define whiteComplement( a ) ( 1.0 - saturate( a ) ) | |
float pow2( const in float x ) { | |
return x*x; | |
} | |
vec3 pow2( const in vec3 x ) { | |
return x*x; | |
} | |
float pow3( const in float x ) { | |
return x*x*x; | |
} | |
float pow4( const in float x ) { | |
float x2 = x*x; | |
return x2*x2; | |
} | |
float max3( const in vec3 v ) { | |
return max( max( v.x, v.y ), v.z ); | |
} | |
float average( const in vec3 v ) { | |
return dot( v, vec3( 0.3333333 ) ); | |
} | |
highp float rand( const in vec2 uv ) { | |
const highp float a = 12.9898, b = 78.233, c = 43758.5453; | |
highp float dt = dot( uv.xy, vec2( a, b ) ), sn = mod( dt, PI ); | |
return fract( sin( sn ) * c ); | |
} | |
#ifdef HIGH_PRECISION | |
float precisionSafeLength( vec3 v ) { | |
return length( v ); | |
} | |
#else | |
float precisionSafeLength( vec3 v ) { | |
float maxComponent = max3( abs( v ) ); | |
return length( v / maxComponent ) * maxComponent; | |
} | |
#endif | |
struct IncidentLight { | |
vec3 color; | |
vec3 direction; | |
bool visible; | |
}; | |
struct ReflectedLight { | |
vec3 directDiffuse; | |
vec3 directSpecular; | |
vec3 indirectDiffuse; | |
vec3 indirectSpecular; | |
}; | |
struct GeometricContext { | |
vec3 position; | |
vec3 normal; | |
vec3 viewDir; | |
#ifdef USE_CLEARCOAT | |
vec3 clearcoatNormal; | |
#endif | |
}; | |
vec3 transformDirection( in vec3 dir, in mat4 matrix ) { | |
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); | |
} | |
vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) { | |
return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz ); | |
} | |
mat3 transposeMat3( const in mat3 m ) { | |
mat3 tmp; | |
tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x ); | |
tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y ); | |
tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z ); | |
return tmp; | |
} | |
float luminance( const in vec3 rgb ) { | |
const vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 ); | |
return dot( weights, rgb ); | |
} | |
bool isPerspectiveMatrix( mat4 m ) { | |
return m[ 2 ][ 3 ] == - 1.0; | |
} | |
vec2 equirectUv( in vec3 dir ) { | |
float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5; | |
float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; | |
return vec2( u, v ); | |
} | |
#ifdef DITHERING | |
vec3 dithering( vec3 color ) { | |
float grid_position = rand( gl_FragCoord.xy ); | |
vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 ); | |
dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position ); | |
return color + dither_shift_RGB; | |
} | |
#endif | |
#if defined( USE_COLOR_ALPHA ) | |
varying vec4 vColor; | |
#elif defined( USE_COLOR ) | |
varying vec3 vColor; | |
#endif | |
#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) ) | |
varying vec2 vUv; | |
#endif | |
#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) | |
varying vec2 vUv2; | |
#endif | |
#ifdef USE_MAP | |
uniform sampler2D map; | |
#endif | |
#ifdef USE_ALPHAMAP | |
uniform sampler2D alphaMap; | |
#endif | |
#ifdef USE_ALPHATEST | |
uniform float alphaTest; | |
#endif | |
#ifdef USE_AOMAP | |
uniform sampler2D aoMap; | |
uniform float aoMapIntensity; | |
#endif | |
#ifdef USE_LIGHTMAP | |
uniform sampler2D lightMap; | |
uniform float lightMapIntensity; | |
#endif | |
#ifdef USE_ENVMAP | |
uniform float envMapIntensity; | |
uniform float flipEnvMap; | |
#ifdef ENVMAP_TYPE_CUBE | |
uniform samplerCube envMap; | |
#else | |
uniform sampler2D envMap; | |
#endif | |
#endif | |
#ifdef USE_ENVMAP | |
uniform float reflectivity; | |
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT ) | |
#define ENV_WORLDPOS | |
#endif | |
#ifdef ENV_WORLDPOS | |
varying vec3 vWorldPosition; | |
uniform float refractionRatio; | |
#else | |
varying vec3 vReflect; | |
#endif | |
#endif | |
#ifdef USE_FOG | |
uniform vec3 fogColor; | |
varying float vFogDepth; | |
#ifdef FOG_EXP2 | |
uniform float fogDensity; | |
#else | |
uniform float fogNear; | |
uniform float fogFar; | |
#endif | |
#endif | |
#ifdef USE_SPECULARMAP | |
uniform sampler2D specularMap; | |
#endif | |
#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT ) | |
uniform float logDepthBufFC; | |
varying float vFragDepth; | |
varying float vIsPerspective; | |
#endif | |
#if 0 > 0 | |
varying vec3 vClipPosition; | |
uniform vec4 clippingPlanes[ 0 ]; | |
#endif | |
void main() { | |
#if 0 > 0 | |
vec4 plane; | |
#if 0 < 0 | |
bool clipped = true; | |
if ( clipped ) discard; | |
#endif | |
#endif | |
vec4 diffuseColor = vec4( diffuse, opacity ); | |
#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT ) | |
gl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5; | |
#endif | |
#ifdef USE_MAP | |
vec4 sampledDiffuseColor = texture2D( map, vUv ); | |
#ifdef DECODE_VIDEO_TEXTURE | |
sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w ); | |
#endif | |
diffuseColor *= sampledDiffuseColor; | |
#endif | |
#if defined( USE_COLOR_ALPHA ) | |
diffuseColor *= vColor; | |
#elif defined( USE_COLOR ) | |
diffuseColor.rgb *= vColor; | |
#endif | |
#ifdef USE_ALPHAMAP | |
diffuseColor.a *= texture2D( alphaMap, vUv ).g; | |
#endif | |
#ifdef USE_ALPHATEST | |
if ( diffuseColor.a < alphaTest ) discard; | |
#endif | |
float specularStrength; | |
#ifdef USE_SPECULARMAP | |
vec4 texelSpecular = texture2D( specularMap, vUv ); | |
specularStrength = texelSpecular.r; | |
#else | |
specularStrength = 1.0; | |
#endif | |
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); | |
#ifdef USE_LIGHTMAP | |
vec4 lightMapTexel = texture2D( lightMap, vUv2 ); | |
reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI; | |
#else | |
reflectedLight.indirectDiffuse += vec3( 1.0 ); | |
#endif | |
#ifdef USE_AOMAP | |
float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0; | |
reflectedLight.indirectDiffuse *= ambientOcclusion; | |
#if defined( USE_ENVMAP ) && defined( STANDARD ) | |
float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); | |
reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness ); | |
#endif | |
#endif | |
reflectedLight.indirectDiffuse *= diffuseColor.rgb; | |
vec3 outgoingLight = reflectedLight.indirectDiffuse; | |
#ifdef USE_ENVMAP | |
#ifdef ENV_WORLDPOS | |
vec3 cameraToFrag; | |
if ( isOrthographic ) { | |
cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) ); | |
} | |
else { | |
cameraToFrag = normalize( vWorldPosition - cameraPosition ); | |
} | |
vec3 worldNormal = inverseTransformDirection( normal, viewMatrix ); | |
#ifdef ENVMAP_MODE_REFLECTION | |
vec3 reflectVec = reflect( cameraToFrag, worldNormal ); | |
#else | |
vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio ); | |
#endif | |
#else | |
vec3 reflectVec = vReflect; | |
#endif | |
#ifdef ENVMAP_TYPE_CUBE | |
vec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) ); | |
#elif defined( ENVMAP_TYPE_CUBE_UV ) | |
vec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 ); | |
#else | |
vec4 envColor = vec4( 0.0 ); | |
#endif | |
#ifdef ENVMAP_BLENDING_MULTIPLY | |
outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity ); | |
#elif defined( ENVMAP_BLENDING_MIX ) | |
outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity ); | |
#elif defined( ENVMAP_BLENDING_ADD ) | |
outgoingLight += envColor.xyz * specularStrength * reflectivity; | |
#endif | |
#endif | |
#ifdef OPAQUE | |
diffuseColor.a = 1.0; | |
#endif | |
#ifdef USE_TRANSMISSION | |
diffuseColor.a *= material.transmissionAlpha + 0.1; | |
#endif | |
gl_FragColor = vec4( outgoingLight, diffuseColor.a ); | |
#if defined( TONE_MAPPING ) | |
gl_FragColor.rgb = toneMapping( gl_FragColor.rgb ); | |
#endif | |
gl_FragColor = linearToOutputTexel( gl_FragColor ); | |
#ifdef USE_FOG | |
#ifdef FOG_EXP2 | |
float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth ); | |
#else | |
float fogFactor = smoothstep( fogNear, fogFar, vFogDepth ); | |
#endif | |
gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor ); | |
#endif | |
#ifdef PREMULTIPLIED_ALPHA | |
gl_FragColor.rgb *= gl_FragColor.a; | |
#endif | |
#ifdef DITHERING | |
gl_FragColor.rgb = dithering( gl_FragColor.rgb ); | |
#endif | |
} |
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#version 300 es | |
precision mediump sampler2DArray; | |
#define attribute in | |
#define varying out | |
#define texture2D texture | |
precision highp float; | |
precision highp int; | |
#define HIGH_PRECISION | |
#define SHADER_NAME MeshBasicMaterial | |
#define VERTEX_TEXTURES | |
uniform mat4 modelMatrix; | |
uniform mat4 modelViewMatrix; | |
uniform mat4 projectionMatrix; | |
uniform mat4 viewMatrix; | |
uniform mat3 normalMatrix; | |
uniform vec3 cameraPosition; | |
uniform bool isOrthographic; | |
#ifdef USE_INSTANCING | |
attribute mat4 instanceMatrix; | |
#endif | |
#ifdef USE_INSTANCING_COLOR | |
attribute vec3 instanceColor; | |
#endif | |
attribute vec3 position; | |
attribute vec3 normal; | |
attribute vec2 uv; | |
#ifdef USE_TANGENT | |
attribute vec4 tangent; | |
#endif | |
#if defined( USE_COLOR_ALPHA ) | |
attribute vec4 color; | |
#elif defined( USE_COLOR ) | |
attribute vec3 color; | |
#endif | |
#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) ) | |
attribute vec3 morphTarget0; | |
attribute vec3 morphTarget1; | |
attribute vec3 morphTarget2; | |
attribute vec3 morphTarget3; | |
#ifdef USE_MORPHNORMALS | |
attribute vec3 morphNormal0; | |
attribute vec3 morphNormal1; | |
attribute vec3 morphNormal2; | |
attribute vec3 morphNormal3; | |
#else | |
attribute vec3 morphTarget4; | |
attribute vec3 morphTarget5; | |
attribute vec3 morphTarget6; | |
attribute vec3 morphTarget7; | |
#endif | |
#endif | |
#ifdef USE_SKINNING | |
attribute vec4 skinIndex; | |
attribute vec4 skinWeight; | |
#endif | |
#define PI 3.141592653589793 | |
#define PI2 6.283185307179586 | |
#define PI_HALF 1.5707963267948966 | |
#define RECIPROCAL_PI 0.3183098861837907 | |
#define RECIPROCAL_PI2 0.15915494309189535 | |
#define EPSILON 1e-6 | |
#ifndef saturate | |
#define saturate( a ) clamp( a, 0.0, 1.0 ) | |
#endif | |
#define whiteComplement( a ) ( 1.0 - saturate( a ) ) | |
float pow2( const in float x ) { | |
return x*x; | |
} | |
vec3 pow2( const in vec3 x ) { | |
return x*x; | |
} | |
float pow3( const in float x ) { | |
return x*x*x; | |
} | |
float pow4( const in float x ) { | |
float x2 = x*x; | |
return x2*x2; | |
} | |
float max3( const in vec3 v ) { | |
return max( max( v.x, v.y ), v.z ); | |
} | |
float average( const in vec3 v ) { | |
return dot( v, vec3( 0.3333333 ) ); | |
} | |
highp float rand( const in vec2 uv ) { | |
const highp float a = 12.9898, b = 78.233, c = 43758.5453; | |
highp float dt = dot( uv.xy, vec2( a, b ) ), sn = mod( dt, PI ); | |
return fract( sin( sn ) * c ); | |
} | |
#ifdef HIGH_PRECISION | |
float precisionSafeLength( vec3 v ) { | |
return length( v ); | |
} | |
#else | |
float precisionSafeLength( vec3 v ) { | |
float maxComponent = max3( abs( v ) ); | |
return length( v / maxComponent ) * maxComponent; | |
} | |
#endif | |
struct IncidentLight { | |
vec3 color; | |
vec3 direction; | |
bool visible; | |
}; | |
struct ReflectedLight { | |
vec3 directDiffuse; | |
vec3 directSpecular; | |
vec3 indirectDiffuse; | |
vec3 indirectSpecular; | |
}; | |
struct GeometricContext { | |
vec3 position; | |
vec3 normal; | |
vec3 viewDir; | |
#ifdef USE_CLEARCOAT | |
vec3 clearcoatNormal; | |
#endif | |
}; | |
vec3 transformDirection( in vec3 dir, in mat4 matrix ) { | |
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); | |
} | |
vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) { | |
return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz ); | |
} | |
mat3 transposeMat3( const in mat3 m ) { | |
mat3 tmp; | |
tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x ); | |
tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y ); | |
tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z ); | |
return tmp; | |
} | |
float luminance( const in vec3 rgb ) { | |
const vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 ); | |
return dot( weights, rgb ); | |
} | |
bool isPerspectiveMatrix( mat4 m ) { | |
return m[ 2 ][ 3 ] == - 1.0; | |
} | |
vec2 equirectUv( in vec3 dir ) { | |
float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5; | |
float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; | |
return vec2( u, v ); | |
} | |
#ifdef USE_UV | |
#ifdef UVS_VERTEX_ONLY | |
vec2 vUv; | |
#else | |
varying vec2 vUv; | |
#endif | |
uniform mat3 uvTransform; | |
#endif | |
#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) | |
attribute vec2 uv2; | |
varying vec2 vUv2; | |
uniform mat3 uv2Transform; | |
#endif | |
#ifdef USE_ENVMAP | |
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT ) | |
#define ENV_WORLDPOS | |
#endif | |
#ifdef ENV_WORLDPOS | |
varying vec3 vWorldPosition; | |
#else | |
varying vec3 vReflect; | |
uniform float refractionRatio; | |
#endif | |
#endif | |
#if defined( USE_COLOR_ALPHA ) | |
varying vec4 vColor; | |
#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) | |
varying vec3 vColor; | |
#endif | |
#ifdef USE_FOG | |
varying float vFogDepth; | |
#endif | |
#ifdef USE_MORPHTARGETS | |
uniform float morphTargetBaseInfluence; | |
#ifdef MORPHTARGETS_TEXTURE | |
uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ]; | |
uniform sampler2DArray morphTargetsTexture; | |
uniform ivec2 morphTargetsTextureSize; | |
vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) { | |
int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset; | |
int y = texelIndex / morphTargetsTextureSize.x; | |
int x = texelIndex - y * morphTargetsTextureSize.x; | |
ivec3 morphUV = ivec3( x, y, morphTargetIndex ); | |
return texelFetch( morphTargetsTexture, morphUV, 0 ); | |
} | |
#else | |
#ifndef USE_MORPHNORMALS | |
uniform float morphTargetInfluences[ 8 ]; | |
#else | |
uniform float morphTargetInfluences[ 4 ]; | |
#endif | |
#endif | |
#endif | |
#ifdef USE_SKINNING | |
uniform mat4 bindMatrix; | |
uniform mat4 bindMatrixInverse; | |
uniform highp sampler2D boneTexture; | |
uniform int boneTextureSize; | |
mat4 getBoneMatrix( const in float i ) { | |
float j = i * 4.0; | |
float x = mod( j, float( boneTextureSize ) ); | |
float y = floor( j / float( boneTextureSize ) ); | |
float dx = 1.0 / float( boneTextureSize ); | |
float dy = 1.0 / float( boneTextureSize ); | |
y = dy * ( y + 0.5 ); | |
vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) ); | |
vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) ); | |
vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) ); | |
vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) ); | |
mat4 bone = mat4( v1, v2, v3, v4 ); | |
return bone; | |
} | |
#endif | |
#ifdef USE_LOGDEPTHBUF | |
#ifdef USE_LOGDEPTHBUF_EXT | |
varying float vFragDepth; | |
varying float vIsPerspective; | |
#else | |
uniform float logDepthBufFC; | |
#endif | |
#endif | |
#if 0 > 0 | |
varying vec3 vClipPosition; | |
#endif | |
void main() { | |
#ifdef USE_UV | |
vUv = ( uvTransform * vec3( uv, 1 ) ).xy; | |
#endif | |
#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) | |
vUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy; | |
#endif | |
#if defined( USE_COLOR_ALPHA ) | |
vColor = vec4( 1.0 ); | |
#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) | |
vColor = vec3( 1.0 ); | |
#endif | |
#ifdef USE_COLOR | |
vColor *= color; | |
#endif | |
#ifdef USE_INSTANCING_COLOR | |
vColor.xyz *= instanceColor.xyz; | |
#endif | |
#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE ) | |
vColor *= morphTargetBaseInfluence; | |
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) { | |
#if defined( USE_COLOR_ALPHA ) | |
if ( morphTargetInfluences[ i ] ! = 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ]; | |
#elif defined( USE_COLOR ) | |
if ( morphTargetInfluences[ i ] ! = 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ]; | |
#endif | |
} | |
#endif | |
#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING ) | |
vec3 objectNormal = vec3( normal ); | |
#ifdef USE_TANGENT | |
vec3 objectTangent = vec3( tangent.xyz ); | |
#endif | |
#ifdef USE_MORPHNORMALS | |
objectNormal *= morphTargetBaseInfluence; | |
#ifdef MORPHTARGETS_TEXTURE | |
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) { | |
if ( morphTargetInfluences[ i ] ! = 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ]; | |
} | |
#else | |
objectNormal += morphNormal0 * morphTargetInfluences[ 0 ]; | |
objectNormal += morphNormal1 * morphTargetInfluences[ 1 ]; | |
objectNormal += morphNormal2 * morphTargetInfluences[ 2 ]; | |
objectNormal += morphNormal3 * morphTargetInfluences[ 3 ]; | |
#endif | |
#endif | |
#ifdef USE_SKINNING | |
mat4 boneMatX = getBoneMatrix( skinIndex.x ); | |
mat4 boneMatY = getBoneMatrix( skinIndex.y ); | |
mat4 boneMatZ = getBoneMatrix( skinIndex.z ); | |
mat4 boneMatW = getBoneMatrix( skinIndex.w ); | |
#endif | |
#ifdef USE_SKINNING | |
mat4 skinMatrix = mat4( 0.0 ); | |
skinMatrix += skinWeight.x * boneMatX; | |
skinMatrix += skinWeight.y * boneMatY; | |
skinMatrix += skinWeight.z * boneMatZ; | |
skinMatrix += skinWeight.w * boneMatW; | |
skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix; | |
objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz; | |
#ifdef USE_TANGENT | |
objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz; | |
#endif | |
#endif | |
vec3 transformedNormal = objectNormal; | |
#ifdef USE_INSTANCING | |
mat3 m = mat3( instanceMatrix ); | |
transformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) ); | |
transformedNormal = m * transformedNormal; | |
#endif | |
transformedNormal = normalMatrix * transformedNormal; | |
#ifdef FLIP_SIDED | |
transformedNormal = - transformedNormal; | |
#endif | |
#ifdef USE_TANGENT | |
vec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz; | |
#ifdef FLIP_SIDED | |
transformedTangent = - transformedTangent; | |
#endif | |
#endif | |
#endif | |
vec3 transformed = vec3( position ); | |
#ifdef USE_MORPHTARGETS | |
transformed *= morphTargetBaseInfluence; | |
#ifdef MORPHTARGETS_TEXTURE | |
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) { | |
if ( morphTargetInfluences[ i ] ! = 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ]; | |
} | |
#else | |
transformed += morphTarget0 * morphTargetInfluences[ 0 ]; | |
transformed += morphTarget1 * morphTargetInfluences[ 1 ]; | |
transformed += morphTarget2 * morphTargetInfluences[ 2 ]; | |
transformed += morphTarget3 * morphTargetInfluences[ 3 ]; | |
#ifndef USE_MORPHNORMALS | |
transformed += morphTarget4 * morphTargetInfluences[ 4 ]; | |
transformed += morphTarget5 * morphTargetInfluences[ 5 ]; | |
transformed += morphTarget6 * morphTargetInfluences[ 6 ]; | |
transformed += morphTarget7 * morphTargetInfluences[ 7 ]; | |
#endif | |
#endif | |
#endif | |
#ifdef USE_SKINNING | |
vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 ); | |
vec4 skinned = vec4( 0.0 ); | |
skinned += boneMatX * skinVertex * skinWeight.x; | |
skinned += boneMatY * skinVertex * skinWeight.y; | |
skinned += boneMatZ * skinVertex * skinWeight.z; | |
skinned += boneMatW * skinVertex * skinWeight.w; | |
transformed = ( bindMatrixInverse * skinned ).xyz; | |
#endif | |
vec4 mvPosition = vec4( transformed, 1.0 ); | |
#ifdef USE_INSTANCING | |
mvPosition = instanceMatrix * mvPosition; | |
#endif | |
mvPosition = modelViewMatrix * mvPosition; | |
gl_Position = projectionMatrix * mvPosition; | |
#ifdef USE_LOGDEPTHBUF | |
#ifdef USE_LOGDEPTHBUF_EXT | |
vFragDepth = 1.0 + gl_Position.w; | |
vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) ); | |
#else | |
if ( isPerspectiveMatrix( projectionMatrix ) ) { | |
gl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0; | |
gl_Position.z *= gl_Position.w; | |
} | |
#endif | |
#endif | |
#if 0 > 0 | |
vClipPosition = - mvPosition.xyz; | |
#endif | |
#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || 0 > 0 | |
vec4 worldPosition = vec4( transformed, 1.0 ); | |
#ifdef USE_INSTANCING | |
worldPosition = instanceMatrix * worldPosition; | |
#endif | |
worldPosition = modelMatrix * worldPosition; | |
#endif | |
#ifdef USE_ENVMAP | |
#ifdef ENV_WORLDPOS | |
vWorldPosition = worldPosition.xyz; | |
#else | |
vec3 cameraToVertex; | |
if ( isOrthographic ) { | |
cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) ); | |
} | |
else { | |
cameraToVertex = normalize( worldPosition.xyz - cameraPosition ); | |
} | |
vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix ); | |
#ifdef ENVMAP_MODE_REFLECTION | |
vReflect = reflect( cameraToVertex, worldNormal ); | |
#else | |
vReflect = refract( cameraToVertex, worldNormal, refractionRatio ); | |
#endif | |
#endif | |
#endif | |
#ifdef USE_FOG | |
vFogDepth = - mvPosition.z; | |
#endif | |
} |
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