reactphysics3d/testbed/shaders/phong.vert

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#version 330
/********************************************************************************
* OpenGL-Framework *
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* 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 localToCameraMatrix; // Local-space to camera-space matrix
uniform mat4 projectionMatrix; // Projection matrix
uniform mat3 normalMatrix; // Normal matrix
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// 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
void main() {
// Compute the vertex position
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vec4 positionCameraSpace = localToCameraMatrix * vertexPosition;
vertexPosCameraSpace = positionCameraSpace.xyz;
// Compute the world surface normal
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vertexNormalCameraSpace = normalMatrix * vertexNormal;
// Get the texture coordinates
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texCoords = textureCoords;
// Compute the clip-space vertex coordinates
gl_Position = projectionMatrix * positionCameraSpace;
}