reactphysics3d/testbed/shaders/color.vert
2020-05-06 00:34:56 +02:00

51 lines
2.7 KiB
GLSL

#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);
}