#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 projectionMatrix; // Projection matrix // In variables in vec4 vertexPosition; in uint vertexColor; // Out variables out vec4 vertexColorOut; void main() { // Compute the vertex position vec4 positionCameraSpace = worldToCameraMatrix * localToWorldMatrix * vertexPosition; // Compute the clip-space vertex coordinates gl_Position = projectionMatrix * positionCameraSpace; // Transfer the vertex color to the fragment shader vertexColorOut = vec4((vertexColor & 0xFF0000u) >> 16, (vertexColor & 0x00FF00u) >> 8, vertexColor & 0x0000FFu, 0xFF); }