// = object.matrixWorld uniform mat4 modelMatrix; // = camera.matrixWorldInverse * object.matrixWorld uniform mat4 modelViewMatrix; // = camera.projectionMatrix uniform mat4 projectionMatrix; // = camera.matrixWorldInverse uniform mat4 viewMatrix; // = inverse transpose of modelViewMatrix uniform mat3 normalMatrix; // = camera position in world space uniform vec3 cameraPosition;
// default vertex attributes provided by Geometry and BufferGeometry attribute vec3 position; attribute vec3 normal; attribute vec2 uv; attribute vec2 uv2;
Note that you can therefore calculate the position of a vertex in the vertex shader by:
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
or alternatively
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
#ifdef USE_COLOR // vertex color attribute attribute vec3 color; #endif
#ifdef USE_MORPHTARGETS attribute vec3 morphTarget0; attribute vec3 morphTarget1; attribute vec3 morphTarget2; attribute vec3 morphTarget3; #ifdef USE_MORPHNORMALS attribute vec3 morphNormal0; attribute vec3 morphNormal1; attribute vec3 morphNormal2; attribute vec3 morphNormal3; #else attribute vec3 morphTarget4; attribute vec3 morphTarget5; attribute vec3 morphTarget6; attribute vec3 morphTarget7; #endif #endif
#ifdef USE_SKINNING attribute vec4 skinIndex; attribute vec4 skinWeight; #endif
uniform mat4 viewMatrix; uniform vec3 cameraPosition;