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mesh-vertex.glsl
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mesh-vertex.glsl
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// mesh-vertex shader
#define USE_SCALE_X
#define USE_SCALE_Y
#define USE_SCALE_Z
#include <scales>
#include <ipyvolume>
// for animation, all between 0 and 1
uniform float animation_time_x;
uniform float animation_time_y;
uniform float animation_time_z;
uniform float animation_time_u;
uniform float animation_time_v;
uniform float animation_time_color;
uniform vec2 domain_x;
uniform vec2 domain_y;
uniform vec2 domain_z;
varying vec4 vertex_color;
varying vec3 vertex_position;
varying vec3 vPositionEye;
attribute vec3 position_previous;
uniform vec3 position_offset;
#ifdef USE_TEXTURE
attribute float u;
attribute float v;
attribute float u_previous;
attribute float v_previous;
varying vec2 vertex_uv;
#endif
#ifdef USE_COLORMAP
attribute float color_current;
attribute float color_previous;
uniform vec2 domain_color;
#else
attribute vec4 color_current;
attribute vec4 color_previous;
#endif
uniform sampler2D colormap;
uniform float id_offset;
vec4 encodeId(float v) {
vec4 color;
// matches Figure.readId
color.b = floor(v / 256.0 / 256.0);
color.g = floor((v - color.b * 256.0 * 256.0) / 256.0);
color.r = floor(v - color.b * 256.0 * 256.0 - color.g * 256.0);
color.a = 255.0;
// normalize
return color / 255.0;
}
#if defined( AS_DEFAULT ) || defined( AS_COORDINATE ) || defined( AS_ID )
// similar to phong
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <envmap_pars_vertex>
#include <bsdfs>
#include <lights_pars_begin>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
#endif //defined( AS_DEFAULT ) || defined( AS_COORDINATE ) || defined( AS_ID )
#ifdef AS_LAMBERT
#define LAMBERT
varying vec3 vLightFront;
#ifdef DOUBLE_SIDED
varying vec3 vLightBack;
#endif
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <envmap_pars_vertex>
#include <bsdfs>
#include <lights_pars_begin>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
#endif //AS_LAMBERT
#ifdef AS_PHONG
#define PHONG
varying vec3 vViewPosition;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
#endif //AS_PHONG
#ifdef AS_PHYSICAL
#define PHYSICAL
varying vec3 vViewPosition;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
#endif //AS_PHYSICAL
#ifdef AS_DEPTH
#include <common>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
#endif //AS_DEPTH
#ifdef AS_DISTANCE
#define DISTANCE
varying vec3 vWorldPosition;
#include <common>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <clipping_planes_pars_vertex>
#endif //AS_DISTANCE
void main(void) {
#if defined( AS_DEFAULT ) || defined( AS_COORDINATE ) || defined( AS_ID )
#include <uv_vertex>
#include <uv2_vertex>
#include <color_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <begin_vertex>
#endif //defined( AS_DEFAULT ) || defined( AS_COORDINATE ) || defined( AS_ID )
#ifdef AS_LAMBERT
#include <uv_vertex>
#include <uv2_vertex>
#include <color_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <begin_vertex>
#endif //AS_LAMBERT
#ifdef AS_PHONG
#include <uv_vertex>
#include <uv2_vertex>
#include <color_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED
vNormal = normalize( transformedNormal );
#endif
#include <begin_vertex>
#endif //AS_PHONG
#ifdef AS_PHYSICAL
#include <uv_vertex>
#include <uv2_vertex>
#include <color_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED
vNormal = normalize( transformedNormal );
#endif
#include <begin_vertex>
#endif //AS_PHYSICAL
#ifdef AS_DEPTH
#include <uv_vertex>
#include <skinbase_vertex>
#ifdef USE_DISPLACEMENTMAP
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinnormal_vertex>
#endif
#include <begin_vertex>
#endif //AS_DEPTH
#ifdef AS_DISTANCE
#include <uv_vertex>
#include <skinbase_vertex>
#ifdef USE_DISPLACEMENTMAP
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinnormal_vertex>
#endif
#include <begin_vertex>
#endif //AS_DISTANCE
vec3 animation_time = vec3(animation_time_x, animation_time_y, animation_time_z);
vec3 animated_position = mix(position_previous, position, animation_time) + position_offset;
transformed = vec3(SCALE_X(animated_position.x), SCALE_Y(animated_position.y), SCALE_Z(animated_position.z));
vertex_position = transformed;
// gl_Position = projectionMatrix *
// modelViewMatrix *
// vec4(model_pos, 1.0);
// vec3 positionEye = ( modelViewMatrix * vec4(model_pos, 1.0 ) ).xyz;
// vertex_position = positionEye;
#if defined( AS_COORDINATE )
// vertex_color = vec4(model_pos + vec3(0.5, 0.5, 0.5), 1.0);
vertex_color = vec4(transformed + vec3(0.5, 0.5, 0.5), 1.0);
#elif defined( AS_ID )
vertex_color = encodeId(id_offset);
#else
#ifdef USE_COLORMAP
float color_animated = mix(color_previous, color_current, animation_time_color);
float color_index = scale_transform_linear(color_animated, vec2(0.0, 1.0), domain_color);
vertex_color = texture2D(colormap, vec2(color_index, 0));
#else
vertex_color = mix(color_previous, color_current, animation_time_color);
#endif
#endif
#if defined( AS_DEFAULT ) || defined( AS_COORDINATE ) || defined( AS_ID )
gl_Position = projectionMatrix * modelViewMatrix * vec4( transformed, 1.0 );;
// vec3 model_pos = vec3(SCALE_X(animated_position.x), SCALE_Y(animated_position.y), SCALE_Z(animated_position.z));
// gl_Position = projectionMatrix *
// modelViewMatrix *
// vec4(model_pos, 1.0);
// vec3 positionEye = ( modelViewMatrix * vec4(model_pos, 1.0 ) ).xyz;
// vertex_position = positionEye;
#endif //defined( AS_DEFAULT ) || defined( AS_COORDINATE ) || defined( AS_ID )
#ifdef USE_TEXTURE
vertex_uv = vec2(mix(u_previous, u, animation_time_u), mix(v_previous, v, animation_time_v));
#endif
#if defined(USE_COLOR) && !(defined(AS_DEPTH) || defined(AS_DISTANCE))
vColor = vertex_color.rgb;
#endif
#if defined( AS_DEFAULT ) || defined( AS_COORDINATE ) || defined( AS_ID )
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <worldpos_vertex>
#include <envmap_vertex>
vec3 positionEye = ( modelViewMatrix * vec4(transformed, 1.0 ) ).xyz;
vPositionEye = positionEye;
// #include <lights_lambert_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
#endif //defined( AS_DEFAULT ) || defined( AS_COORDINATE ) || defined( AS_ID )
#ifdef AS_LAMBERT
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <worldpos_vertex>
#include <envmap_vertex>
#include <lights_lambert_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
#endif //AS_LAMBERT
#ifdef AS_PHONG
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
#endif //AS_PHONG
#ifdef AS_PHYSICAL
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
#endif //AS_PHYSICAL
#ifdef AS_DISTANCE
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <worldpos_vertex>
#include <clipping_planes_vertex>
vWorldPosition = worldPosition.xyz;
#endif //AS_DISTANCE
#ifdef AS_DEPTH
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#endif //AS_DEPTH
}