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ImHex/plugins/visualizers/romfs/shaders/default/vertex.glsl

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#version 330 core
layout (location = 0) in vec3 in_Position;
layout (location = 1) in vec4 in_Color;
layout (location = 2) in vec3 in_Normal;
layout (location = 3) in vec2 in_TexCoord;
uniform mat4 modelScale;
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 lightPosition;
uniform vec4 lightBrightness;
uniform vec3 lightColor;
out VertexData {
vec3 normal;
vec4 fragColor;
vec2 texCoord;
vec3 lightPosition;
vec3 fragPosition;
vec4 lightBrightness;
vec3 lightColor;
} vertexData;
void main() {
gl_Position = projectionMatrix * viewMatrix * modelScale * vec4(in_Position, 1.0);
vertexData.normal = mat3(transpose(inverse(modelScale))) * in_Normal;
vertexData.fragPosition = vec3(viewMatrix * modelScale * vec4(in_Position, 1.0));
vertexData.fragColor = in_Color;
vertexData.texCoord = in_TexCoord;
vertexData.lightBrightness = lightBrightness;
vertexData.lightColor = lightColor;
// Transform world-space light position to view-space light position
vertexData.lightPosition = vec3(viewMatrix * modelMatrix * vec4(lightPosition, 1.0));
}