danini-the-panini/mittsu-opengl

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lib/mittsu/opengl/shader/chunks/worldpos_vertex.glsl

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#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )

    #ifdef USE_SKINNING

        vec4 worldPosition = modelMatrix * skinned;

    #elif defined( USE_MORPHTARGETS )

        vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );

    #else

        vec4 worldPosition = modelMatrix * vec4( position, 1.0 );

    #endif

#endif