void main() { #if defined(FILAMENT_HAS_FEATURE_INSTANCING) # if defined(TARGET_METAL_ENVIRONMENT) || defined(TARGET_VULKAN_ENVIRONMENT) || defined(TARGET_WEBGPU_ENVIRONMENT) instance_index = gl_InstanceIndex; # else if (CONFIG_POWER_VR_SHADER_WORKAROUNDS) { instance_index = (1 + gl_InstanceID) - 1; } else { instance_index = gl_InstanceID; } # endif logical_instance_index = instance_index; #endif #if defined(VARIANT_HAS_STEREO) && defined(FILAMENT_STEREO_INSTANCED) #if !defined(FILAMENT_HAS_FEATURE_INSTANCING) #error Instanced stereo not supported at this feature level #endif logical_instance_index = instance_index / CONFIG_STEREO_EYE_COUNT; #endif initObjectUniforms(); #if defined(USE_OPTIMIZED_DEPTH_VERTEX_SHADER) #if !defined(VERTEX_DOMAIN_DEVICE) || defined(VARIANT_HAS_VSM) MaterialVertexInputs material; initMaterialVertex(material); materialVertex(material); #endif #else MaterialVertexInputs material; initMaterialVertex(material); #if defined(HAS_ATTRIBUTE_TANGENTS) #if defined(MATERIAL_NEEDS_TBN) toTangentFrame(mesh_tangents, material.worldNormal, vertex_worldTangent.xyz); #if defined(VARIANT_HAS_SKINNING_OR_MORPHING) if ((object_uniforms_flagsChannels & FILAMENT_OBJECT_MORPHING_TANGENT_BIT) != 0) { #if defined(LEGACY_MORPHING) vec3 normal0, normal1, normal2, normal3; toTangentFrame(mesh_custom4, normal0); toTangentFrame(mesh_custom5, normal1); toTangentFrame(mesh_custom6, normal2); toTangentFrame(mesh_custom7, normal3); vec3 baseNormal = material.worldNormal; material.worldNormal += morphingUniforms.weights[0].xyz * (normal0 - baseNormal); material.worldNormal += morphingUniforms.weights[1].xyz * (normal1 - baseNormal); material.worldNormal += morphingUniforms.weights[2].xyz * (normal2 - baseNormal); material.worldNormal += morphingUniforms.weights[3].xyz * (normal3 - baseNormal); #else morphNormal(material.worldNormal); material.worldNormal = normalize(material.worldNormal); #endif } if ((object_uniforms_flagsChannels & FILAMENT_OBJECT_SKINNING_ENABLED_BIT) != 0) { skinNormalTangent(material.worldNormal, vertex_worldTangent.xyz, mesh_bone_indices, mesh_bone_weights); } #endif vertex_worldTangent.xyz = getWorldFromModelNormalMatrix() * vertex_worldTangent.xyz; vertex_worldTangent.w = mesh_tangents.w; material.worldNormal = getWorldFromModelNormalMatrix() * material.worldNormal; #else toTangentFrame(mesh_tangents, material.worldNormal); #if defined(VARIANT_HAS_SKINNING_OR_MORPHING) if ((object_uniforms_flagsChannels & FILAMENT_OBJECT_MORPHING_TANGENT_BIT) != 0) { #if defined(LEGACY_MORPHING) vec3 normal0, normal1, normal2, normal3; toTangentFrame(mesh_custom4, normal0); toTangentFrame(mesh_custom5, normal1); toTangentFrame(mesh_custom6, normal2); toTangentFrame(mesh_custom7, normal3); vec3 baseNormal = material.worldNormal; material.worldNormal += morphingUniforms.weights[0].xyz * (normal0 - baseNormal); material.worldNormal += morphingUniforms.weights[1].xyz * (normal1 - baseNormal); material.worldNormal += morphingUniforms.weights[2].xyz * (normal2 - baseNormal); material.worldNormal += morphingUniforms.weights[3].xyz * (normal3 - baseNormal); #else morphNormal(material.worldNormal); material.worldNormal = normalize(material.worldNormal); #endif } if ((object_uniforms_flagsChannels & FILAMENT_OBJECT_SKINNING_ENABLED_BIT) != 0) { skinNormal(material.worldNormal, mesh_bone_indices, mesh_bone_weights); } #endif material.worldNormal = getWorldFromModelNormalMatrix() * material.worldNormal; #endif #endif materialVertex(material); #if defined(HAS_ATTRIBUTE_COLOR) vertex_color = material.color; #endif #if defined(HAS_ATTRIBUTE_UV0) vertex_uv01.xy = material.uv0; #endif #if defined(HAS_ATTRIBUTE_UV1) vertex_uv01.zw = material.uv1; #endif #if defined(VARIABLE_CUSTOM0) VARIABLE_CUSTOM_AT0 = material.VARIABLE_CUSTOM0; #endif #if defined(VARIABLE_CUSTOM1) VARIABLE_CUSTOM_AT1 = material.VARIABLE_CUSTOM1; #endif #if defined(VARIABLE_CUSTOM2) VARIABLE_CUSTOM_AT2 = material.VARIABLE_CUSTOM2; #endif #if defined(VARIABLE_CUSTOM3) VARIABLE_CUSTOM_AT3 = material.VARIABLE_CUSTOM3; #endif #if defined(VARIABLE_CUSTOM4) && !defined(HAS_ATTRIBUTE_COLOR) VARIABLE_CUSTOM_AT4 = material.VARIABLE_CUSTOM4; #endif vertex_worldPosition.xyz = material.worldPosition.xyz; #ifdef HAS_ATTRIBUTE_TANGENTS vertex_worldNormal = material.worldNormal; #endif #if defined(VARIANT_HAS_SHADOWING) && defined(VARIANT_HAS_DIRECTIONAL_LIGHTING) vertex_lightSpacePosition = computeLightSpacePosition( vertex_worldPosition.xyz, vertex_worldNormal, frameUniforms.lightDirection, shadowUniforms.shadows[0].normalBias, shadowUniforms.shadows[0].lightFromWorldMatrix); #endif #endif vec4 position; #if defined(VERTEX_DOMAIN_DEVICE) position = getPosition(); #if !defined(USE_OPTIMIZED_DEPTH_VERTEX_SHADER) #if defined(MATERIAL_HAS_CLIP_SPACE_TRANSFORM) position = getMaterialClipSpaceTransform(material) * position; #endif #endif #if defined(MATERIAL_HAS_VERTEX_DOMAIN_DEVICE_JITTERED) position.xy = position.xy * frameUniforms.clipTransform.xy + (position.w * frameUniforms.clipTransform.zw); #endif #else position = getClipFromWorldMatrix() * getWorldPosition(material); #endif #if defined(VERTEX_DOMAIN_DEVICE) position.z = position.z * -0.5 + 0.5; #endif #if defined(VARIANT_HAS_VSM) highp float z = (getViewFromWorldMatrix() * getWorldPosition(material)).z; highp float depth = -z * frameUniforms.oneOverFarMinusNear - frameUniforms.nearOverFarMinusNear; depth = depth * 2.0 - 1.0; vertex_worldPosition.w = depth; #endif vertex_position = position; #if defined(VARIANT_HAS_STEREO) && defined(FILAMENT_STEREO_INSTANCED) int eyeIndex = instance_index % CONFIG_STEREO_EYE_COUNT; float ndcViewportWidth = 2.0 / float(CONFIG_STEREO_EYE_COUNT); float eyeZeroMidpoint = -1.0f + ndcViewportWidth / 2.0; float transform = eyeZeroMidpoint + ndcViewportWidth * float(eyeIndex); position.x *= 1.0 / float(CONFIG_STEREO_EYE_COUNT); position.x += transform * position.w; float leftClip = position.x + (1.0 - ndcViewportWidth * float(eyeIndex)) * position.w; float rightClip = position.x + (1.0 - ndcViewportWidth * float(eyeIndex + 1)) * position.w; FILAMENT_CLIPDISTANCE[0] = leftClip; FILAMENT_CLIPDISTANCE[1] = -rightClip; #endif #if defined(TARGET_VULKAN_ENVIRONMENT) position.y = -position.y; #endif #if !defined(TARGET_VULKAN_ENVIRONMENT) && !defined(TARGET_METAL_ENVIRONMENT) && !defined(TARGET_WEBGPU_ENVIRONMENT) position.z = position.z * frameUniforms.clipControl.x + position.w * frameUniforms.clipControl.y; #endif gl_Position = position; #if defined(VARIANT_HAS_STEREO) && defined(FILAMENT_STEREO_INSTANCED) instance_index = logical_instance_index; #endif }