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- import skinningDefines from './skinningDefine';
- export default
- /* glsl */
- `#version 100
- uniform highp mat4 u_view;
- uniform highp mat4 u_viewInverse;
- uniform highp mat4 u_vp;
- uniform highp mat4 u_projection;
- uniform mat4 u_lightSpaceMatrix;
- uniform vec4 u_fogInfos;
- uniform vec3 u_fogColor;
- uniform float u_gameTime;
- uniform float u_aspect;
- uniform vec3 u_ambientLight;
- uniform vec3 u_lightDir;
- uniform vec3 u_lightColor;
- uniform vec3 u_shadowColor;
- uniform float u_shadowStrength;
- uniform float u_shadowBias;
- uniform float u_lightWidthPCSS;
- uniform float u_blockSizePCSS;
- uniform vec4 u_csmFarBounds;
- uniform vec4 u_shadowTilingOffsets[4];
- uniform mat4 u_csmLightSpaceMatrices[4];
- uniform vec3 u_SH[9];
- uniform highp mat4 u_world;
- ${skinningDefines}
- attribute vec3 a_position;
- attribute highp vec2 a_texCoord;
- attribute highp vec2 a_texCoord_1;
- varying highp vec2 v_UV;
- varying highp vec2 v_UV1;
- varying highp vec3 v_ViewPosition;
- #ifdef WX_USE_COLOR_0
- attribute vec3 a_color;
- varying highp vec3 v_Color;
- #endif
- #ifdef WX_USE_NORMAL
- attribute highp vec3 a_normal;
- varying highp vec3 v_Normal;
- #endif
- void main()
- {
- #ifdef WX_SKINNED
- mat4 boneMat = getBoneMat();
- mat4 modelViewMatrix = u_view * boneMat;
- #else
- mat4 modelViewMatrix = u_view * u_world;
- #endif
- mat3 normalMatrix = mat3(modelViewMatrix);
- vec4 mvPosition = modelViewMatrix * vec4(a_position, 1.0);
- v_UV = a_texCoord;
- v_UV1 = a_texCoord_1;
- #ifdef WX_USE_COLOR_0
- v_Color = a_color;
- #endif
- #ifdef WX_USE_NORMAL
- // v_Normal = normalize(vec3(normalMatrix * a_normal));
- v_Normal = normalize(a_normal);
- #endif
- v_ViewPosition = mvPosition.xyz;
- gl_Position = u_projection * mvPosition;
- }
- `;
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