precision highp float; precision highp int; #define SHADER_NAME ShaderMaterial #define VERTEX_TEXTURES #define GAMMA_FACTOR 2 #define MAX_BONES 251 #define DOUBLE_SIDED #define NUM_CLIPPING_PLANES 0 uniform mat4 modelMatrix; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat3 normalMatrix; uniform vec3 cameraPosition; attribute vec3 position; attribute vec3 normal; attribute vec2 uv; #ifdef USE_COLOR 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 varying vec2 vUv; void main() { vUv = uv; gl_Position = modelViewMatrix *vec4(position, 1.0 ); }