65 lines
3.4 KiB
GLSL
65 lines
3.4 KiB
GLSL
#version 330
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/********************************************************************************
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* OpenGL-Framework *
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* Copyright (c) 2015 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Uniform variables
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uniform mat4 localToWorldMatrix; // Local-space to world-space matrix
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uniform mat4 worldToCameraMatrix; // World-space to camera-space matrix
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uniform mat4 worldToLight0CameraMatrix; // World-space to light0 camera-space matrix (for shadow mapping)
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uniform mat4 projectionMatrix; // Projection matrix
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uniform mat3 normalMatrix; // Normal matrix
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uniform mat4 shadowMapProjectionMatrix; // Shadow map projection matrix
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// In variables
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in vec4 vertexPosition;
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in vec3 vertexNormal;
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in vec2 textureCoords;
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// Out variables
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out vec3 vertexPosCameraSpace; // Camera-space position of the vertex
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out vec3 vertexNormalCameraSpace; // Vertex normal in camera-space
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out vec2 texCoords; // Texture coordinates
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out vec4 shadowMapCoords; // Shadow map texture coords
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void main() {
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// Compute the vertex position
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vec4 positionCameraSpace = worldToCameraMatrix * localToWorldMatrix * vertexPosition;
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vertexPosCameraSpace = positionCameraSpace.xyz;
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// Compute the world surface normal
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vertexNormalCameraSpace = normalMatrix * vertexNormal;
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// Get the texture coordinates
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texCoords = textureCoords;
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// Compute the texture coords of the vertex in the shadow map
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shadowMapCoords = shadowMapProjectionMatrix * worldToLight0CameraMatrix * localToWorldMatrix * vertexPosition;
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// Compute the clip-space vertex coordinates
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gl_Position = projectionMatrix * positionCameraSpace;
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}
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