attribute vec3 attr_Position; attribute vec3 attr_Normal; attribute vec4 attr_TexCoord0; #if defined(USE_VERTEX_ANIMATION) attribute vec3 attr_Position2; attribute vec3 attr_Normal2; #elif defined(USE_BONE_ANIMATION) attribute vec4 attr_BoneIndexes; attribute vec4 attr_BoneWeights; #endif //#if defined(USE_DEFORM_VERTEXES) uniform int u_DeformGen; uniform float u_DeformParams[5]; //#endif uniform float u_Time; uniform mat4 u_ModelViewProjectionMatrix; uniform mat4 u_ModelMatrix; #if defined(USE_VERTEX_ANIMATION) uniform float u_VertexLerp; #elif defined(USE_BONE_ANIMATION) uniform mat4 u_BoneMatrix[MAX_GLSL_BONES]; #endif varying vec3 var_Position; vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st) { if (u_DeformGen == 0) { return pos; } float base = u_DeformParams[0]; float amplitude = u_DeformParams[1]; float phase = u_DeformParams[2]; float frequency = u_DeformParams[3]; float spread = u_DeformParams[4]; if (u_DeformGen == DGEN_BULGE) { phase *= st.x; } else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH) { phase += dot(pos.xyz, vec3(spread)); } float value = phase + (u_Time * frequency); float func; if (u_DeformGen == DGEN_WAVE_SIN) { func = sin(value * 2.0 * M_PI); } else if (u_DeformGen == DGEN_WAVE_SQUARE) { func = sign(0.5 - fract(value)); } else if (u_DeformGen == DGEN_WAVE_TRIANGLE) { func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0; } else if (u_DeformGen == DGEN_WAVE_SAWTOOTH) { func = fract(value); } else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH) { func = (1.0 - fract(value)); } else // if (u_DeformGen == DGEN_BULGE) { func = sin(value); } return pos + normal * (base + func * amplitude); } void main() { #if defined(USE_VERTEX_ANIMATION) vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp); vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp); #elif defined(USE_BONE_ANIMATION) mat4 vtxMat = u_BoneMatrix[int(attr_BoneIndexes.x)] * attr_BoneWeights.x; vtxMat += u_BoneMatrix[int(attr_BoneIndexes.y)] * attr_BoneWeights.y; vtxMat += u_BoneMatrix[int(attr_BoneIndexes.z)] * attr_BoneWeights.z; vtxMat += u_BoneMatrix[int(attr_BoneIndexes.w)] * attr_BoneWeights.w; mat3 nrmMat = mat3(cross(vtxMat[1].xyz, vtxMat[2].xyz), cross(vtxMat[2].xyz, vtxMat[0].xyz), cross(vtxMat[0].xyz, vtxMat[1].xyz)); vec3 position = vec3(vtxMat * vec4(attr_Position, 1.0)); vec3 normal = normalize(nrmMat * attr_Normal); #else vec3 position = attr_Position; vec3 normal = attr_Normal; #endif position = DeformPosition(position, normal, attr_TexCoord0.st); gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0); var_Position = (u_ModelMatrix * vec4(position, 1.0)).xyz; }