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- // Do not edit.
- import { ShaderStore } from "../Engines/shaderStore.js";
- import "./ShadersInclude/bonesDeclaration.js";
- import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
- import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
- import "./ShadersInclude/morphTargetsVertexDeclaration.js";
- import "./ShadersInclude/instancesDeclaration.js";
- import "./ShadersInclude/geometryVertexDeclaration.js";
- import "./ShadersInclude/geometryUboDeclaration.js";
- import "./ShadersInclude/clipPlaneVertexDeclaration.js";
- import "./ShadersInclude/morphTargetsVertexGlobal.js";
- import "./ShadersInclude/morphTargetsVertex.js";
- import "./ShadersInclude/instancesVertex.js";
- import "./ShadersInclude/bonesVertex.js";
- import "./ShadersInclude/bakedVertexAnimation.js";
- import "./ShadersInclude/clipPlaneVertex.js";
- import "./ShadersInclude/bumpVertex.js";
- const name = "geometryVertexShader";
- const shader = `precision highp float;
- #include<bonesDeclaration>
- #include<bakedVertexAnimationDeclaration>
- #include<morphTargetsVertexGlobalDeclaration>
- #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
- #include<instancesDeclaration>
- #include<__decl__geometryVertex>
- #include<clipPlaneVertexDeclaration>
- attribute vec3 position;attribute vec3 normal;
- #ifdef NEED_UV
- varying vec2 vUV;
- #ifdef ALPHATEST
- uniform mat4 diffuseMatrix;
- #endif
- #ifdef BUMP
- uniform mat4 bumpMatrix;varying vec2 vBumpUV;
- #endif
- #ifdef REFLECTIVITY
- uniform mat4 reflectivityMatrix;uniform mat4 albedoMatrix;varying vec2 vReflectivityUV;varying vec2 vAlbedoUV;
- #endif
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #endif
- #ifdef BUMP
- varying mat4 vWorldView;
- #endif
- #ifdef BUMP
- varying vec3 vNormalW;
- #else
- varying vec3 vNormalV;
- #endif
- varying vec4 vViewPos;
- #if defined(POSITION) || defined(BUMP)
- varying vec3 vPositionW;
- #endif
- #ifdef VELOCITY
- uniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;
- #endif
- #define CUSTOM_VERTEX_DEFINITIONS
- void main(void)
- {vec3 positionUpdated=position;vec3 normalUpdated=normal;
- #ifdef UV1
- vec2 uvUpdated=uv;
- #endif
- #include<morphTargetsVertexGlobal>
- #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
- #include<instancesVertex>
- #if defined(VELOCITY) && !defined(BONES_VELOCITY_ENABLED)
- vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
- #endif
- #include<bonesVertex>
- #include<bakedVertexAnimation>
- vec4 worldPos=vec4(finalWorld*vec4(positionUpdated,1.0));
- #ifdef BUMP
- vWorldView=view*finalWorld;vNormalW=normalUpdated;
- #else
- #ifdef NORMAL_WORLDSPACE
- vNormalV=normalize(vec3(finalWorld*vec4(normalUpdated,0.0)));
- #else
- vNormalV=normalize(vec3((view*finalWorld)*vec4(normalUpdated,0.0)));
- #endif
- #endif
- vViewPos=view*worldPos;
- #if defined(VELOCITY) && defined(BONES_VELOCITY_ENABLED)
- vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);
- #if NUM_BONE_INFLUENCERS>0
- mat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];
- #if NUM_BONE_INFLUENCERS>1
- previousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];
- #endif
- #if NUM_BONE_INFLUENCERS>2
- previousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];
- #endif
- #if NUM_BONE_INFLUENCERS>3
- previousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];
- #endif
- #if NUM_BONE_INFLUENCERS>4
- previousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
- #endif
- #if NUM_BONE_INFLUENCERS>5
- previousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
- #endif
- #if NUM_BONE_INFLUENCERS>6
- previousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
- #endif
- #if NUM_BONE_INFLUENCERS>7
- previousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
- #endif
- vPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);
- #else
- vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
- #endif
- #endif
- #if defined(POSITION) || defined(BUMP)
- vPositionW=worldPos.xyz/worldPos.w;
- #endif
- gl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);
- #include<clipPlaneVertex>
- #ifdef NEED_UV
- #ifdef UV1
- #if defined(ALPHATEST) && defined(ALPHATEST_UV1)
- vUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
- #else
- vUV=uv;
- #endif
- #ifdef BUMP_UV1
- vBumpUV=vec2(bumpMatrix*vec4(uvUpdated,1.0,0.0));
- #endif
- #ifdef REFLECTIVITY_UV1
- vReflectivityUV=vec2(reflectivityMatrix*vec4(uvUpdated,1.0,0.0));
- #endif
- #ifdef ALBEDO_UV1
- vAlbedoUV=vec2(albedoMatrix*vec4(uvUpdated,1.0,0.0));
- #endif
- #endif
- #ifdef UV2
- #if defined(ALPHATEST) && defined(ALPHATEST_UV2)
- vUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
- #else
- vUV=uv2;
- #endif
- #ifdef BUMP_UV2
- vBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));
- #endif
- #ifdef REFLECTIVITY_UV2
- vReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));
- #endif
- #ifdef ALBEDO_UV2
- vAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));
- #endif
- #endif
- #endif
- #include<bumpVertex>
- }
- `;
- // Sideeffect
- ShaderStore.ShadersStore[name] = shader;
- /** @internal */
- export const geometryVertexShader = { name, shader };
- //# sourceMappingURL=geometry.vertex.js.map
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