asteroidgen/assets/shader/standard.vertex.glsl

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2017-10-29 04:16:22 +00:00
#version 330 core
// Input vertex data, different for all executions of this shader.
in vec3 vPosition;
in vec2 vTexCoord;
in vec3 vNormal;
// Output data ; will be interpolated for each fragment.
out vec2 UV;
out vec3 Position_worldspace;
out vec3 Normal_cameraspace;
out vec3 EyeDirection_cameraspace;
out vec3 LightDirection_cameraspace;
// Values that stay constant for the whole mesh.
uniform mat4 MVP;
uniform mat4 V;
uniform mat4 M;
uniform vec3 LightPosition_worldspace;
void main(){
// Output position of the vertex, in clip space : MVP * position
gl_Position = MVP * vec4(vPosition,1);
// Position of the vertex, in worldspace : M * position
Position_worldspace = (M * vec4(vPosition,1)).xyz;
// Vector that goes from the vertex to the camera, in camera space.
// In camera space, the camera is at the origin (0,0,0).
vec3 vertexPosition_cameraspace = ( V * M * vec4(vPosition,1)).xyz;
EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace;
// Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity.
vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz;
LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace;
// Normal of the the vertex, in camera space
Normal_cameraspace = ( V * M * vec4(vNormal,0)).xyz; // Only correct if ModelMatrix does not scale the model ! Use its inverse transpose if not.
// UV of the vertex. No special space for this one.
UV = vTexCoord;
}