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January 10, 2016 10:59
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three.js glsl組み込み定義
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1: precision highp float; | |
2: precision highp int; | |
3: #define SHADER_NAME ShaderMaterial | |
4: #define VERTEX_TEXTURES | |
5: #define GAMMA_FACTOR 2 | |
6: #define MAX_DIR_LIGHTS 0 | |
7: #define MAX_POINT_LIGHTS 0 | |
8: #define MAX_SPOT_LIGHTS 0 | |
9: #define MAX_HEMI_LIGHTS 0 | |
10: #define MAX_SHADOWS 0 | |
11: #define MAX_BONES 251 | |
12: uniform mat4 modelMatrix; | |
13: uniform mat4 modelViewMatrix; | |
14: uniform mat4 projectionMatrix; | |
15: uniform mat4 viewMatrix; | |
16: uniform mat3 normalMatrix; | |
17: uniform vec3 cameraPosition; | |
18: attribute vec3 position; | |
19: attribute vec3 normal; | |
20: attribute vec2 uv; | |
21: #ifdef USE_COLOR | |
22: attribute vec3 color; | |
23: #endif | |
24: #ifdef USE_MORPHTARGETS | |
25: attribute vec3 morphTarget0; | |
26: attribute vec3 morphTarget1; | |
27: attribute vec3 morphTarget2; | |
28: attribute vec3 morphTarget3; | |
29: #ifdef USE_MORPHNORMALS | |
30: attribute vec3 morphNormal0; | |
31: attribute vec3 morphNormal1; | |
32: attribute vec3 morphNormal2; | |
33: attribute vec3 morphNormal3; | |
34: #else | |
35: attribute vec3 morphTarget4; | |
36: attribute vec3 morphTarget5; | |
37: attribute vec3 morphTarget6; | |
38: attribute vec3 morphTarget7; | |
39: #endif | |
40: #endif | |
41: #ifdef USE_SKINNING | |
42: attribute vec4 skinIndex; | |
43: attribute vec4 skinWeight; | |
44: #endif |
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