reactphysics3d/testbed/shaders/phong.vert

79 lines
4.3 KiB
GLSL
Raw Normal View History

#version 330
/********************************************************************************
* OpenGL-Framework *
* Copyright (c) 2015 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 localToWorldMatrix; // Local-space to world-space matrix
uniform mat4 worldToCameraMatrix; // World-space to camera-space matrix
uniform mat4 worldToLight0CameraMatrix; // World-space to light0 camera-space matrix (for shadow mapping)
uniform mat4 worldToLight1CameraMatrix; // World-space to light1 camera-space matrix (for shadow mapping)
uniform mat4 worldToLight2CameraMatrix; // World-space to light2 camera-space matrix (for shadow mapping)
uniform mat4 projectionMatrix; // Projection matrix
uniform mat3 normalMatrix; // Normal matrix
uniform mat4 shadowMapLight0ProjectionMatrix; // Shadow map projection matrix for light 0
uniform mat4 shadowMapLight1ProjectionMatrix; // Shadow map projection matrix for light 1
uniform mat4 shadowMapLight2ProjectionMatrix; // Shadow map projection matrix for light 2
// In variables
in vec4 vertexPosition;
in vec3 vertexNormal;
in vec2 textureCoords;
// Out variables
out vec3 vertexPosCameraSpace; // Camera-space position of the vertex
out vec3 vertexNormalCameraSpace; // Vertex normal in camera-space
out vec2 texCoords; // Texture coordinates
out vec4 shadowMapCoords[3]; // Shadow map texture coords
void main() {
// Compute the vertex position
vec4 positionCameraSpace = worldToCameraMatrix * localToWorldMatrix * vertexPosition;
vertexPosCameraSpace = positionCameraSpace.xyz;
// Compute the world surface normal
vertexNormalCameraSpace = normalMatrix * vertexNormal;
// Get the texture coordinates
texCoords = textureCoords;
// Compute the texture coords of the vertex in the shadow map
mat4 worldToLightCameraMatrix[3];
worldToLightCameraMatrix[0] = worldToLight0CameraMatrix;
worldToLightCameraMatrix[1] = worldToLight1CameraMatrix;
worldToLightCameraMatrix[2] = worldToLight2CameraMatrix;
mat4 shadowMapProjectionMatrix[3];
shadowMapProjectionMatrix[0] = shadowMapLight0ProjectionMatrix;
shadowMapProjectionMatrix[1] = shadowMapLight1ProjectionMatrix;
shadowMapProjectionMatrix[2] = shadowMapLight2ProjectionMatrix;
for (int l=0; l < 3; l++) {
shadowMapCoords[l] = shadowMapProjectionMatrix[l] * worldToLightCameraMatrix[l] * localToWorldMatrix * vertexPosition;
}
// Compute the clip-space vertex coordinates
gl_Position = projectionMatrix * positionCameraSpace;
}