f9a9ed4846
Based entirely on @paxcut's amazing PR #1443 --------- Co-authored-by: paxcut <paxcut@outlook.com> Co-authored-by: paxcut <53811119+paxcut@users.noreply.github.com>
39 lines
1.2 KiB
GLSL
39 lines
1.2 KiB
GLSL
#version 330 core
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layout (location = 0) in vec3 in_Position;
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layout (location = 1) in vec4 in_Color;
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layout (location = 2) in vec3 in_Normal;
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layout (location = 3) in vec2 in_TexCoord;
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uniform mat4 modelScale;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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uniform vec3 lightPosition;
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uniform vec4 lightBrightness;
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uniform vec3 lightColor;
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out VertexData {
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vec3 normal;
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vec4 fragColor;
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vec2 texCoord;
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vec3 lightPosition;
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vec3 fragPosition;
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vec4 lightBrightness;
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vec3 lightColor;
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} vertexData;
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void main() {
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gl_Position = projectionMatrix * viewMatrix * modelScale * vec4(in_Position, 1.0);
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vertexData.normal = mat3(transpose(inverse(modelScale))) * in_Normal;
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vertexData.fragPosition = vec3(viewMatrix * modelScale * vec4(in_Position, 1.0));
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vertexData.fragColor = in_Color;
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vertexData.texCoord = in_TexCoord;
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vertexData.lightBrightness = lightBrightness;
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vertexData.lightColor = lightColor;
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// Transform world-space light position to view-space light position
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vertexData.lightPosition = vec3(viewMatrix * modelMatrix * vec4(lightPosition, 1.0));
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} |