reactphysics3d/testbed/shaders/phong.vert
2015-04-08 20:47:55 +02:00

51 lines
2.8 KiB
GLSL

/********************************************************************************
* OpenGL-Framework *
* Copyright (c) 2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Uniform variables
uniform mat4 localToCameraMatrix; // Local-space to camera-space matrix
uniform mat4 projectionMatrix; // Projection matrix
uniform mat3 normalMatrix; // Normal matrix
// Varying variables
varying vec3 vertexPosCameraSpace; // Camera-space position of the vertex
varying vec3 vertexNormalCameraSpace; // Vertex normal in camera-space
varying vec2 texCoords; // Texture coordinates
void main() {
// Compute the vertex position
vec4 positionCameraSpace = localToCameraMatrix * gl_Vertex;
vertexPosCameraSpace = positionCameraSpace.xyz;
// Compute the world surface normal
vertexNormalCameraSpace = normalMatrix * gl_Normal;
// Get the texture coordinates
texCoords = gl_MultiTexCoord0.xy;
// Compute the clip-space vertex coordinates
gl_Position = projectionMatrix * positionCameraSpace;
}