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63 lines (52 loc) · 1.5 KB
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Copy pathdepth_vert.glsl
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63 lines (52 loc) · 1.5 KB
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#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
//in vec4 vertexColor; // Not required
in mat4 instanceTransform;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragCenter;
out vec3 fragNormal;
// NOTE: Add here your custom variables
void main()
{
vec3 eye = vec3(
instanceTransform[1][0],
instanceTransform[1][1],
instanceTransform[1][2]
);
vec3 center = vec3(
instanceTransform[0][0],
instanceTransform[0][1],
instanceTransform[0][2]
);
vec3 yprime = normalize(eye - center);
vec3 xprime = normalize(cross(yprime, vec3(0.0, 1.0, 0.0)));
vec3 zprime = normalize(cross(xprime, yprime));
mat4 transform = mat4(
xprime, 0.0,
yprime, 0.0,
zprime, 0.0,
center, 1.0
);
// Send vertex attributes to fragment shader
fragPosition = vec3(transform*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vec4(
instanceTransform[2][0],
instanceTransform[2][1],
instanceTransform[2][2],
1.0
);
fragCenter = center;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position, note that we multiply mvp by instanceTransform
gl_Position = mvp*transform*vec4(vertexPosition, 1.0);
}