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84 lines
2.7 KiB
84 lines
2.7 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#ifndef NEW_GLSL |
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#define in attribute |
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#define out varying |
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#endif |
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#ifdef EXPLICIT_UNIFORM_LOCATION |
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layout(location = 0) uniform mat4 transformationMatrix; |
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layout(location = 1) uniform mat4 projectionMatrix; |
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layout(location = 2) uniform mat3 normalMatrix; |
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layout(location = 3) uniform vec3 light; |
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#else |
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uniform highp mat4 transformationMatrix; |
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uniform highp mat4 projectionMatrix; |
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uniform mediump mat3 normalMatrix; |
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uniform highp vec3 light; |
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#endif |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = 0) in highp vec4 position; |
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layout(location = 1) in mediump vec3 normal; |
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#else |
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in highp vec4 position; |
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in mediump vec3 normal; |
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#endif |
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#ifdef TEXTURED |
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#ifdef EXPLICIT_ATTRIB_LOCATION |
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layout(location = 2) in mediump vec2 textureCoords; |
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#else |
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in mediump vec2 textureCoords; |
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#endif |
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out mediump vec2 interpolatedTextureCoords; |
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#endif |
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out mediump vec3 transformedNormal; |
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out highp vec3 lightDirection; |
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out highp vec3 cameraDirection; |
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void main() { |
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/* Transformed vertex position */ |
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highp vec4 transformedPosition4 = transformationMatrix*position; |
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highp vec3 transformedPosition = transformedPosition4.xyz/transformedPosition4.w; |
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/* Transformed normal vector */ |
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transformedNormal = normalMatrix*normal; |
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/* Direction to the light */ |
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lightDirection = normalize(light - transformedPosition); |
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/* Direction to the camera */ |
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cameraDirection = -transformedPosition; |
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/* Transform the position */ |
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gl_Position = projectionMatrix*transformedPosition4; |
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#ifdef TEXTURED |
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/* Texture coordinates, if needed */ |
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interpolatedTextureCoords = textureCoords; |
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#endif |
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}
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