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export default /* glsl */` | |
#define PHYSICAL | |
varying vec3 vViewPosition; | |
#ifndef FLAT_SHADED | |
varying vec3 vNormal; | |
#ifdef USE_TANGENT | |
varying vec3 vTangent; | |
varying vec3 vBitangent; | |
#endif | |
#endif | |
#include <common> | |
#include <uv_pars_vertex> | |
#include <uv2_pars_vertex> | |
#include <displacementmap_pars_vertex> | |
#include <color_pars_vertex> | |
#include <fog_pars_vertex> | |
#include <morphtarget_pars_vertex> | |
#include <skinning_pars_vertex> | |
#include <shadowmap_pars_vertex> | |
#include <logdepthbuf_pars_vertex> | |
#include <clipping_planes_pars_vertex> | |
void main() { | |
#include <uv_vertex> | |
#include <uv2_vertex> | |
#include <color_vertex> | |
#include <beginnormal_vertex> | |
#include <morphnormal_vertex> | |
#include <skinbase_vertex> | |
#include <skinnormal_vertex> | |
#include <defaultnormal_vertex> | |
#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED | |
vNormal = normalize( transformedNormal ); | |
#ifdef USE_TANGENT | |
vTangent = normalize( transformedTangent ); | |
vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w ); | |
#endif | |
#endif | |
#include <begin_vertex> | |
#include <morphtarget_vertex> | |
#include <skinning_vertex> | |
#include <displacementmap_vertex> | |
#include <project_vertex> | |
#include <logdepthbuf_vertex> | |
#include <clipping_planes_vertex> | |
vViewPosition = - mvPosition.xyz; | |
#include <worldpos_vertex> | |
#include <shadowmap_vertex> | |
#include <fog_vertex> | |
} | |
`; | |