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- #version 130
- attribute vec3 a_position
- attribute vec3 a_normal
- attribute vec2 a_texCoord
- uniform mat4 u_projectionMatrix
- uniform mat4 u_modelViewMatrix
- uniform mat4 u_sceneTransformMatrix
- uniform mat4 u_primitiveTransformMatrix
- uniform mat4 u_operationsTransformMatrix
- varying vec2 v_texturePosition
- varying vec3 v_normal
- varying float v_isShadow
- #if __VERSION__ < 140
- mat4 inverse(mat4 m)
- {
- float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3]
- float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3]
- float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3]
- float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3]
- float b00 = a00 * a11 - a01 * a10
- float b01 = a00 * a12 - a02 * a10
- float b02 = a00 * a13 - a03 * a10
- float b03 = a01 * a12 - a02 * a11
- float b04 = a01 * a13 - a03 * a11
- float b05 = a02 * a13 - a03 * a12
- float b06 = a20 * a31 - a21 * a30
- float b07 = a20 * a32 - a22 * a30
- float b08 = a20 * a33 - a23 * a30
- float b09 = a21 * a32 - a22 * a31
- float b10 = a21 * a33 - a23 * a31
- float b11 = a22 * a33 - a23 * a32
- float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
- return mat4(
- a11 * b11 - a12 * b10 + a13 * b09,
- a02 * b10 - a01 * b11 - a03 * b09,
- a31 * b05 - a32 * b04 + a33 * b03,
- a22 * b04 - a21 * b05 - a23 * b03,
- a12 * b08 - a10 * b11 - a13 * b07,
- a00 * b11 - a02 * b08 + a03 * b07,
- a32 * b02 - a30 * b05 - a33 * b01,
- a20 * b05 - a22 * b02 + a23 * b01,
- a10 * b10 - a11 * b08 + a13 * b06,
- a01 * b08 - a00 * b10 - a03 * b06,
- a30 * b04 - a31 * b02 + a33 * b00,
- a21 * b02 - a20 * b04 - a23 * b00,
- a11 * b07 - a10 * b09 - a12 * b06,
- a00 * b09 - a01 * b07 + a02 * b06,
- a31 * b01 - a30 * b03 - a32 * b00,
- a20 * b03 - a21 * b01 + a22 * b00) / det
- }
- #endif
- void main( void )
- {
- mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix
- mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix)))
- gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0)
- v_texturePosition = a_texCoord
- v_normal = normalize(normalMatrix * a_normal)
- v_isShadow = float(gl_VertexID >= 6)
- }
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