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