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30 lines
809 B
30 lines
809 B
#version 330 |
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uniform mat4 transformationMatrix; |
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uniform mat4 projectionMatrix; |
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uniform vec3 light; |
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layout(location = 0) in vec4 vertex; |
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layout(location = 1) in vec3 normal; |
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out vec3 transformedNormal; |
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out vec3 lightDirection; |
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out vec3 cameraDirection; |
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void main() { |
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/* Transformed vertex position */ |
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vec4 transformedVertex4 = transformationMatrix*vertex; |
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vec3 transformedVertex = transformedVertex4.xyz/transformedVertex4.w; |
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/* Transformed normal vector */ |
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transformedNormal = normalize(mat3x3(transformationMatrix)*normal); |
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/* Direction to the light */ |
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lightDirection = normalize(light - transformedVertex); |
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/* Direction to the camera */ |
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cameraDirection = -transformedVertex; |
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/* Transform the vertex */ |
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gl_Position = projectionMatrix*transformedVertex4; |
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}
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