#define STANDARD
varying vec3 vViewPosition;
#ifdef USE_TRANSMISSION
	varying vec3 vWorldPosition;
#endif
#include <common>



// /boxes/MAT/meshStandardBuilder1/attribute1
varying vec3 v_POLY_attribute_basecolor;

// /boxes/MAT/meshStandardBuilder1/attribute1
attribute vec3 basecolor;




#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
	#include <uv_vertex>
	#include <uv2_vertex>
	#include <color_vertex>



	// /boxes/MAT/meshStandardBuilder1/attribute1
	v_POLY_attribute_basecolor = vec3(basecolor);
	
	// /boxes/MAT/meshStandardBuilder1/output1
	vec3 transformed = position;
	vec3 objectNormal = normal;
	#ifdef USE_TANGENT
		vec3 objectTangent = vec3( tangent.xyz );
	#endif



	#include <morphcolor_vertex>
// removed:
//	#include <beginnormal_vertex>
	#include <morphnormal_vertex>
	#include <skinbase_vertex>
	#include <skinnormal_vertex>
	#include <defaultnormal_vertex>
	#include <normal_vertex>
// removed:
//	#include <begin_vertex>
	#include <morphtarget_vertex>
	#include <skinning_vertex>
	#include <displacementmap_vertex>
	#include <project_vertex>
	#include <logdepthbuf_vertex>
	#include <clipping_planes_vertex>
	vViewPosition = - mvPosition.xyz;
	#include <worldpos_vertex>
	#include <shadowmap_vertex>
	#include <fog_vertex>
#ifdef USE_TRANSMISSION
	vWorldPosition = worldPosition.xyz;
#endif
}