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uniform vec3 u_eye;
layout(location = 0) in vec3 in_pos;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec4 in_color;
layout(location = 3) in vec2 in_tex0;
out vec3 v_normal;
out vec3 v_light;
out vec2 v_tex0;
out float v_fog;
void
main(void)
{
vec4 Vertex = u_world * vec4(in_pos, 1.0);
gl_Position = u_proj * u_view * Vertex;
vec3 Normal = mat3(u_world) * in_normal;
v_tex0 = in_tex0;
vec3 viewVec = normalize(u_eye - Vertex.xyz);
vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);
v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress
v_light = 0.5*(1.0 + Light); //
v_fog = DoFog(gl_Position.w);
}
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