|
@@ -3,19 +3,6 @@ export default /* glsl */`
|
|
|
|
|
|
varying vec3 vViewPosition;
|
|
|
|
|
|
-#ifndef FLAT_SHADED
|
|
|
-
|
|
|
- varying vec3 vNormal;
|
|
|
-
|
|
|
- #ifdef USE_TANGENT
|
|
|
-
|
|
|
- varying vec3 vTangent;
|
|
|
- varying vec3 vBitangent;
|
|
|
-
|
|
|
- #endif
|
|
|
-
|
|
|
-#endif
|
|
|
-
|
|
|
#ifdef USE_TRANSMISSION
|
|
|
|
|
|
varying vec4 vWorldPosition;
|
|
@@ -28,6 +15,7 @@ varying vec3 vViewPosition;
|
|
|
#include <displacementmap_pars_vertex>
|
|
|
#include <color_pars_vertex>
|
|
|
#include <fog_pars_vertex>
|
|
|
+#include <normal_pars_vertex>
|
|
|
#include <morphtarget_pars_vertex>
|
|
|
#include <skinning_pars_vertex>
|
|
|
#include <shadowmap_pars_vertex>
|
|
@@ -45,19 +33,7 @@ void main() {
|
|
|
#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 <normal_vertex>
|
|
|
|
|
|
#include <begin_vertex>
|
|
|
#include <morphtarget_vertex>
|