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THREE.MeshBasicMaterial
#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
}
#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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