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# LICENSE file for the model: Animated Morph Cube
All files in this directory tree are licensed as indicated below.
* All files directly associated with the model including all text, image and binary files:
* [CC0 1.0 Universal]("https://creativecommons.org/publicdomain/zero/1.0/legalcode") [SPDX license identifier: "CC0-1.0"]
* This file and all other metadocumentation files including "metadata.json":
* [Creative Commons Attribtution 4.0 International]("https://creativecommons.org/licenses/by/4.0/legalcode") [SPDX license identifier: "CC-BY-4.0"]
Full license text of these licenses are available at the links above
#### Generated by modelmetadata

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## Screenshot
![screenshot](screenshot/screenshot.gif)
## Description
The cube contains two morph targets in it:
* **`thin`** : moves the vertices so that it becomes super-thin
* **`angle`** : moves the vertices so that it forms a ramp
The animation loops, morphing between these two states.

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# Animated Morph Cube
## Tags
[core](../../Models-core.md), [testing](../../Models-testing.md)
## Summary
Demonstrates a simple cube with two simple morph targets and an animation that transitions between them both.
## Operations
* [Display](https://github.khronos.org/glTF-Sample-Viewer-Release/?model=https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/AnimatedMorphCube/glTF-Binary/AnimatedMorphCube.glb) in SampleViewer
* [Download GLB](https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/AnimatedMorphCube/glTF-Binary/AnimatedMorphCube.glb)
* [Model Directory](./)
## Screenshot
![screenshot](screenshot/screenshot.gif)
## Description
The cube contains two morph targets in it:
* **`thin`** : moves the vertices so that it becomes super-thin
* **`angle`** : moves the vertices so that it forms a ramp
The animation loops, morphing between these two states.
## Legal
© 2017, Public. [CC0 1.0 Universal](https://creativecommons.org/publicdomain/zero/1.0/legalcode)
- Microsoft for Everything
#### Assembled by modelmetadata

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# Animated Morph Sphere
## Screenshot
![screenshot](screenshot/screenshot.gif)
## Description
The sphere contains two morph targets in it:
* **`blob`** : moves the vertices so that it becomes a somewhat amorphous fat, blob shape.
* **`ship`** : moves the vertices so that it looks a bit like a spaceship, the goal being
to just make it a much more complicated morph example than the [cube](../AnimatedMorphCube/README.md).
The animation loops, morphing between these two states.
## License Information
[![CC0](http://i.creativecommons.org/p/zero/1.0/88x31.png)](http://creativecommons.org/publicdomain/zero/1.0/)
To the extent possible under law, Microsoft has waived all copyright and related or neighboring rights to this asset.

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precision highp float;
uniform mat4 u_modelViewMatrix;
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uniform mat3 u_normalMatrix;
attribute vec3 a_position;
varying vec3 v_position;
attribute vec3 a_normal;
varying vec3 v_normal;
attribute vec2 a_texcoord0;
varying vec2 v_texcoord0;
void main(void) {
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View file

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precision highp float;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_transparency;
varying vec3 v_position;
varying vec3 v_normal;
varying vec2 v_texcoord0;
void main(void) {
vec3 normal = normalize(v_normal);
vec4 diffuse = texture2D(u_diffuse, v_texcoord0);
vec3 diffuseLight = vec3(0.0, 0.0, 0.0);
vec3 specular = u_specular.rgb;
vec3 specularLight = vec3(0.0, 0.0, 0.0);
vec3 ambient = diffuse.rgb;
vec3 viewDir = -normalize(v_position);
vec3 ambientLight = vec3(0.0, 0.0, 0.0);
ambientLight += vec3(0.2, 0.2, 0.2);
vec3 l = vec3(0.0, 0.0, 1.0);
diffuseLight += vec3(1.0, 1.0, 1.0) * max(dot(normal, l), 0.);
vec3 reflectDir = reflect(-l, normal);
float specularIntensity = max(0., pow(max(dot(reflectDir, viewDir), 0.), u_shininess));
specularLight += vec3(1.0, 1.0, 1.0) * specularIntensity;
vec3 color = vec3(0.0, 0.0, 0.0);
color += diffuse.rgb * diffuseLight;
color += specular * specularLight;
color += ambient * ambientLight;
gl_FragColor = vec4(color * diffuse.a * u_transparency, diffuse.a * u_transparency);
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# LICENSE file for the model: Morph-Primitives Test
All files in this directory tree are licensed as indicated below.
* All files directly associated with the model including all text, image and binary files:
* [CC BY 4.0 International]("https://creativecommons.org/licenses/by/4.0/legalcode") [SPDX license identifier: "CC-BY-4.0"]
* [CC BY 4.0 International]("https://creativecommons.org/licenses/by/4.0/legalcode") [SPDX license identifier: "CC-BY-4.0"]
* This file and all other metadocumentation files including "metadata.json":
* [Creative Commons Attribtution 4.0 International]("https://creativecommons.org/licenses/by/4.0/legalcode") [SPDX license identifier: "CC-BY-4.0"]
Full license text of these licenses are available at the links above
#### Generated by modelmetadata

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## Screenshot
![screenshot](screenshot/screenshot.jpg)
## Description
This model contains a simple mesh with two primitives: A larger red primitive displays a grid covering 3 of the 4 quadrants of the model's area, followed by a smaller green primitive covering the last quadrant.
Each primitive has a morph target that creates an elevated area within these quadrants. The model's only mesh contains a `weights: [0.5]` instruction that should cause these morph targets to be applied at half strength, raising the center of the model as shown in the screenshot above.
## Common Problems
If the entire model appears perfectly flat, it is likely that the morph targets have not been applied as requested.
If the red area or green area is missing, particularly in the Draco-compressed version of this model, it could indicate a problem with decompression or with support of multiple primitives within a single mesh.
## Author
Model by [@ft-lab](https://github.com/ft-lab).

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# Morph-Primitives Test
## Tags
[core](../../Models-core.md), [testing](../../Models-testing.md)
## Summary
Tests a morph target on multiple primitives.
## Operations
* [Display](https://github.khronos.org/glTF-Sample-Viewer-Release/?model=https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/MorphPrimitivesTest/glTF-Binary/MorphPrimitivesTest.glb) in SampleViewer
* [Download GLB](https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/MorphPrimitivesTest/glTF-Binary/MorphPrimitivesTest.glb)
* [Model Directory](./)
## Screenshot
![screenshot](screenshot/screenshot.jpg)
## Description
This model contains a simple mesh with two primitives: A larger red primitive displays a grid covering 3 of the 4 quadrants of the model's area, followed by a smaller green primitive covering the last quadrant.
Each primitive has a morph target that creates an elevated area within these quadrants. The model's only mesh contains a `weights: [0.5]` instruction that should cause these morph targets to be applied at half strength, raising the center of the model as shown in the screenshot above.
## Common Problems
If the entire model appears perfectly flat, it is likely that the morph targets have not been applied as requested.
If the red area or green area is missing, particularly in the Draco-compressed version of this model, it could indicate a problem with decompression or with support of multiple primitives within a single mesh.
## Author
Model by [@ft-lab](https://github.com/ft-lab).
## Legal
© 2018, ft-lab. [CC BY 4.0 International](https://creativecommons.org/licenses/by/4.0/legalcode)
- ft-lab for Everything
© 2020, Frank Galligan. [CC BY 4.0 International](https://creativecommons.org/licenses/by/4.0/legalcode)
- Frank Galligan for DRACO compression
#### Assembled by modelmetadata

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"license": "CC BY-4.0 (https://creativecommons.org/licenses/by/4.0/)"
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BIN
vendor/assimp/test/models/glTF2/MorphPrimitivesTest/glTF/uv_texture.jpg (Stored with Git LFS) vendored Normal file

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# LICENSE file for the model: Morph Stress Test
All files in this directory tree are licensed as indicated below.
* All files directly associated with the model including all text, image and binary files:
* [CC BY 4.0 International]("https://creativecommons.org/licenses/by/4.0/legalcode") [SPDX license identifier: "CC-BY-4.0"]
* This file and all other metadocumentation files including "metadata.json":
* [Creative Commons Attribtution 4.0 International]("https://creativecommons.org/licenses/by/4.0/legalcode") [SPDX license identifier: "CC-BY-4.0"]
Full license text of these licenses are available at the links above
#### Generated by modelmetadata

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## Screenshot
![screenshot](screenshot/screenshot_large.png)
## Description
This model has a base mesh, plus eight morph targets. The base and each of the morph targets has
both a POSITION and a NORMAL accessor, resulting in no less than 18 vertex attributes being requested
by a typical implementation. This number can be too high for many realtime graphics systems, and
the client runtime may take steps to limit the overall number of morph targets and/or limit the
number of active morph targets.
As such, this model is not expected to render correctly everywhere. Instead, it pushes the limits
to see how many morph targets can move at once before problems become apparent.
## Animations
Three animations are included:
---
### "Individuals"
![Individuals animation](screenshot/Anim_Individuals.gif)
Each morph target is exercised one at a time, and returns to zero strength before the next one
starts to move. This offers runtimes the best chance of success, as vertex attributes need only
be allocated for one morph target at a time. Even so, systems that pre-allocate morph target
attributes may place an upper limit here, allowing only some of the test blocks to move.
---
### "TheWave"
![Wave animation](screenshot/Anim_TheWave.gif)
This animation tests a wave of morph targets being activated simultaneously. This does require
a high number of vertex attributes to be available. If glitches in movement are observed,
continue on to the "Pulse" animation for closer inspection.
---
### "Pulse"
![Pulse animation](screenshot/Anim_Pulse.gif)
This is the most stressful test, with all 8 morph targets reaching full strength before any
begin to subside. Some runtimes may place limits on how many morph targets can be active at
once, resulting in a distinctive visual pattern here: Only the first N test blocks will
appear to move, where N is the number of simultaneous active morph targets allowed. Test
blocks on the right will remain frozen in the starting position until the first few blocks
on the left have returned to rest. After the blocks on the left have returned to rest, they
could relinquish their vertex attributes to blocks on the right, allowing those blocks to
"catch up" to their assigned positions in the animation.
It is also possible that there could be a hard limit on the number of morph targets, regardless
of whether they are active or not. In this case, only the first N blocks will move at all,
and the remainder will be frozen the entire time.
---
## Implementation Notes
BabylonJS has shared some technical details of their "Infinite Morph Targets" implementation
in [this YouTube video](https://www.youtube.com/watch?v=LBPRmGgU0PE).

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# Morph Stress Test
## Tags
[core](../../Models-core.md), [testing](../../Models-testing.md)
## Summary
Tests up to 8 morph targets.
## Operations
* [Display](https://github.khronos.org/glTF-Sample-Viewer-Release/?model=https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/MorphStressTest/glTF-Binary/MorphStressTest.glb) in SampleViewer
* [Download GLB](https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/MorphStressTest/glTF-Binary/MorphStressTest.glb)
* [Model Directory](./)
## Screenshot
![screenshot](screenshot/screenshot_large.png)
## Description
This model has a base mesh, plus eight morph targets. The base and each of the morph targets has
both a POSITION and a NORMAL accessor, resulting in no less than 18 vertex attributes being requested
by a typical implementation. This number can be too high for many realtime graphics systems, and
the client runtime may take steps to limit the overall number of morph targets and/or limit the
number of active morph targets.
As such, this model is not expected to render correctly everywhere. Instead, it pushes the limits
to see how many morph targets can move at once before problems become apparent.
## Animations
Three animations are included:
---
### "Individuals"
![Individuals animation](screenshot/Anim_Individuals.gif)
Each morph target is exercised one at a time, and returns to zero strength before the next one
starts to move. This offers runtimes the best chance of success, as vertex attributes need only
be allocated for one morph target at a time. Even so, systems that pre-allocate morph target
attributes may place an upper limit here, allowing only some of the test blocks to move.
---
### "TheWave"
![Wave animation](screenshot/Anim_TheWave.gif)
This animation tests a wave of morph targets being activated simultaneously. This does require
a high number of vertex attributes to be available. If glitches in movement are observed,
continue on to the "Pulse" animation for closer inspection.
---
### "Pulse"
![Pulse animation](screenshot/Anim_Pulse.gif)
This is the most stressful test, with all 8 morph targets reaching full strength before any
begin to subside. Some runtimes may place limits on how many morph targets can be active at
once, resulting in a distinctive visual pattern here: Only the first N test blocks will
appear to move, where N is the number of simultaneous active morph targets allowed. Test
blocks on the right will remain frozen in the starting position until the first few blocks
on the left have returned to rest. After the blocks on the left have returned to rest, they
could relinquish their vertex attributes to blocks on the right, allowing those blocks to
"catch up" to their assigned positions in the animation.
It is also possible that there could be a hard limit on the number of morph targets, regardless
of whether they are active or not. In this case, only the first N blocks will move at all,
and the remainder will be frozen the entire time.
---
## Implementation Notes
BabylonJS has shared some technical details of their "Infinite Morph Targets" implementation
in [this YouTube video](https://www.youtube.com/watch?v=LBPRmGgU0PE).
## Legal
© 2021, Analytical Graphics, Inc.. [CC BY 4.0 International](https://creativecommons.org/licenses/by/4.0/legalcode)
- Ed Mackey for Everything
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# LICENSE file for the model: Simple Morph
All files in this directory tree are licensed as indicated below.
* All files directly associated with the model including all text, image and binary files:
* [CC0 1.0 Universal]("https://creativecommons.org/publicdomain/zero/1.0/legalcode") [SPDX license identifier: "CC0-1.0"]
* This file and all other metadocumentation files including "metadata.json":
* [Creative Commons Attribtution 4.0 International]("https://creativecommons.org/licenses/by/4.0/legalcode") [SPDX license identifier: "CC-BY-4.0"]
Full license text of these licenses are available at the links above
#### Generated by modelmetadata

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## Screenshot
![screenshot](screenshot/screenshot.png)
## Notes
This is an example of a glTF asset that uses morph targets, as described in the
[Simple Morph Target](https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_017_SimpleMorphTarget.md)
section of the glTF tutorial.
## Data layout
The following image shows the data layout of this sample:
![simpleMorphStructure](screenshot/simpleMorphStructure.png)

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# Simple Morph
## Tags
[core](../../Models-core.md), [testing](../../Models-testing.md)
## Summary
A triangle with a morph animation applied
## Operations
* [Display](https://github.khronos.org/glTF-Sample-Viewer-Release/?model=https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/SimpleMorph/glTF/SimpleMorph.gltf) in SampleViewer
* [Model Directory](./)
## Screenshot
![screenshot](screenshot/screenshot.png)
## Notes
This is an example of a glTF asset that uses morph targets, as described in the
[Simple Morph Target](https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_017_SimpleMorphTarget.md)
section of the glTF tutorial.
## Data layout
The following image shows the data layout of this sample:
![simpleMorphStructure](screenshot/simpleMorphStructure.png)
## Legal
© 2017, Public. [CC0 1.0 Universal](https://creativecommons.org/publicdomain/zero/1.0/legalcode)
- javagl for Everything
#### Assembled by modelmetadata

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MIT License
Copyright (c) 2017 Gary Hsu
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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