water-lighting-model-vsh.glsl 1.2 KB

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  1. #define PHONG
  2. varying vec3 vViewPosition;
  3. #include <common>
  4. #include <uv_pars_vertex>
  5. #include <displacementmap_pars_vertex>
  6. #include <envmap_pars_vertex>
  7. #include <color_pars_vertex>
  8. #include <fog_pars_vertex>
  9. #include <normal_pars_vertex>
  10. #include <morphtarget_pars_vertex>
  11. #include <skinning_pars_vertex>
  12. #include <shadowmap_pars_vertex>
  13. #include <logdepthbuf_pars_vertex>
  14. #include <clipping_planes_pars_vertex>
  15. varying vec3 vWorldNormal;
  16. varying vec3 vWorldPos;
  17. void main() {
  18. #include <uv_vertex>
  19. #include <color_vertex>
  20. #include <morphcolor_vertex>
  21. #include <beginnormal_vertex>
  22. #include <morphnormal_vertex>
  23. #include <skinbase_vertex>
  24. #include <skinnormal_vertex>
  25. #include <defaultnormal_vertex>
  26. #include <normal_vertex>
  27. #include <begin_vertex>
  28. #include <morphtarget_vertex>
  29. #include <skinning_vertex>
  30. #include <displacementmap_vertex>
  31. #include <project_vertex>
  32. #include <logdepthbuf_vertex>
  33. #include <clipping_planes_vertex>
  34. vViewPosition = - mvPosition.xyz;
  35. #include <worldpos_vertex>
  36. #include <envmap_vertex>
  37. #include <shadowmap_vertex>
  38. #include <fog_vertex>
  39. vWorldNormal = (modelMatrix * vec4(normal, 0.0)).xyz;
  40. vWorldPos = (modelMatrix * vec4(transformed, 1.0)).xyz;
  41. }