attribute vec4 attr_TexCoord0; #if defined(USE_LIGHTMAP) attribute vec4 attr_TexCoord1; #endif attribute vec4 attr_Color; attribute vec4 attr_Position; attribute vec3 attr_Normal; #if defined(USE_VERT_TANGENT_SPACE) attribute vec3 attr_Tangent; attribute vec3 attr_Bitangent; #endif #if defined(USE_VERTEX_ANIMATION) attribute vec4 attr_Position2; attribute vec3 attr_Normal2; #if defined(USE_VERT_TANGENT_SPACE) attribute vec3 attr_Tangent2; attribute vec3 attr_Bitangent2; #endif #endif #if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR) attribute vec3 attr_LightDirection; #endif #if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) uniform vec3 u_ViewOrigin; #endif #if defined(USE_TCGEN) uniform int u_TCGen0; #endif #if defined(USE_TCMOD) uniform vec4 u_DiffuseTexMatrix; uniform vec4 u_DiffuseTexOffTurb; #endif uniform mat4 u_ModelViewProjectionMatrix; uniform vec4 u_BaseColor; uniform vec4 u_VertColor; #if defined(USE_MODELMATRIX) uniform mat4 u_ModelMatrix; #endif #if defined(USE_VERTEX_ANIMATION) uniform float u_VertexLerp; #endif #if defined(USE_LIGHT_VECTOR) uniform vec4 u_LightOrigin; #if defined(USE_FAST_LIGHT) uniform vec3 u_DirectedLight; uniform vec3 u_AmbientLight; uniform float u_LightRadius; #endif #endif varying vec2 var_DiffuseTex; #if defined(USE_LIGHTMAP) varying vec2 var_LightTex; #endif #if defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) varying vec3 var_SampleToView; #endif varying vec4 var_Color; #if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE) varying vec3 var_Position; #endif #if !defined(USE_FAST_LIGHT) varying vec3 var_Normal; #if defined(USE_VERT_TANGENT_SPACE) varying vec3 var_Tangent; varying vec3 var_Bitangent; #endif #endif #if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) varying vec3 var_VertLight; #endif #if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) varying vec3 var_WorldLight; #endif #if defined(USE_TCMOD) vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb) { float amplitude = offTurb.z; float phase = offTurb.w; vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy; vec3 offsetPos = position / 1024.0; offsetPos.x += offsetPos.z; vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI); return st2 + texOffset * amplitude; } #endif void main() { #if defined(USE_VERTEX_ANIMATION) vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp); vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp)); #if defined(USE_VERT_TANGENT_SPACE) vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp)); vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp)); #endif #else vec4 position = attr_Position; vec3 normal = attr_Normal; #if defined(USE_VERT_TANGENT_SPACE) vec3 tangent = attr_Tangent; vec3 bitangent = attr_Bitangent; #endif #endif gl_Position = u_ModelViewProjectionMatrix * position; #if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) vec3 worldLight = attr_LightDirection; #endif #if defined(USE_MODELMATRIX) position = u_ModelMatrix * position; normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz; #if defined(USE_VERT_TANGENT_SPACE) tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz; bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz; #endif #if defined(USE_LIGHTMAP) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT) worldLight = (u_ModelMatrix * vec4(worldLight, 0.0)).xyz; #endif #endif #if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE) var_Position = position.xyz; #endif #if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) vec3 SampleToView = u_ViewOrigin - position.xyz; #endif #if defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT) var_SampleToView = SampleToView; #endif vec2 tex; #if defined(USE_TCGEN) if (u_TCGen0 == TCGEN_ENVIRONMENT_MAPPED) { tex = -reflect(normalize(SampleToView), normal).yz * vec2(0.5, -0.5) + 0.5; } else #endif { tex = attr_TexCoord0.st; } #if defined(USE_TCMOD) var_DiffuseTex = ModTexCoords(tex, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb); #else var_DiffuseTex = tex; #endif #if defined(USE_LIGHTMAP) var_LightTex = attr_TexCoord1.st; #endif #if !defined(USE_FAST_LIGHT) var_Normal = normal; #if defined(USE_VERT_TANGENT_SPACE) var_Tangent = tangent; var_Bitangent = bitangent; #endif #endif #if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) #if defined(USE_LIGHT_VECTOR) vec3 worldLight = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w); #endif #if !defined(USE_FAST_LIGHT) var_WorldLight = worldLight; #endif #endif #if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) var_VertLight = u_VertColor.rgb * attr_Color.rgb; var_Color.rgb = vec3(1.0); var_Color.a = u_VertColor.a * attr_Color.a + u_BaseColor.a; #else var_Color = u_VertColor * attr_Color + u_BaseColor; #endif #if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT) #if defined(USE_INVSQRLIGHT) float intensity = 1.0 / dot(worldLight, worldLight); #else float intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0); #endif float NL = clamp(dot(normal, normalize(worldLight)), 0.0, 1.0); var_Color.rgb *= u_DirectedLight * intensity * NL + u_AmbientLight; #endif }