/** * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose */ export const mesh_vert = ` precision highp float; precision highp int; precision highp sampler2D; #include common #include read_from_texture #include common_vert_params #include color_vert_params #include common_clip #include texture3d_from_2d_linear #ifdef dGeoTexture uniform vec2 uGeoTexDim; uniform sampler2D tPosition; uniform sampler2D tGroup; uniform sampler2D tNormal; #else attribute vec3 aPosition; attribute float aGroup; attribute vec3 aNormal; #endif attribute mat4 aTransform; attribute float aInstance; varying vec3 vNormal; void main(){ #include assign_group #include assign_marker_varying #include assign_clipping_varying #include assign_position #include assign_color_varying #include clip_instance #ifdef dGeoTexture vec3 normal = readFromTexture(tNormal, VertexID, uGeoTexDim).xyz; #else vec3 normal = aNormal; #endif mat3 normalMatrix = transpose3(inverse3(mat3(modelView))); vec3 transformedNormal = normalize(normalMatrix * normalize(normal)); #if defined(dFlipSided) && !defined(dDoubleSided) // TODO checking dDoubleSided should not be required, ASR transformedNormal = -transformedNormal; #endif vNormal = transformedNormal; } `;