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three

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JavaScript 3D library

72 lines (50 loc) 1.4 kB
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> } `;