Last change
on this file since 12206 was
12115,
checked in by wiesep, 6 years ago
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Changed folder structure, deletet some unused files and cleaned up code
|
File size:
1.2 KB
|
Line | |
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1 | #version 150 |
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2 | |
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3 | uniform vec4 lightPosition; // object space |
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4 | uniform vec3 eyePosition; // object space |
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5 | uniform mat4 worldViewProjMatrix; |
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6 | uniform mat4 texWorldViewProjMatrix0; |
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7 | uniform mat4 texWorldViewProjMatrix1; |
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8 | uniform mat4 texWorldViewProjMatrix2; |
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9 | |
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10 | out vec4 oUv0; |
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11 | out vec3 oLightDir; |
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12 | out vec3 oHalfAngle; |
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13 | out vec4 oLightPosition0; |
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14 | out vec4 oLightPosition1; |
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15 | out vec4 oLightPosition2; |
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16 | out vec3 oNormal; |
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17 | |
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18 | in vec4 position; |
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19 | in vec3 normal; |
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20 | in vec4 uv0; |
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21 | |
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22 | void main() |
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23 | { |
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24 | // Calculate output position |
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25 | gl_Position = worldViewProjMatrix * position; |
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26 | |
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27 | // Pass the main uvs straight through unchanged |
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28 | oUv0.xy = uv0.xy; |
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29 | oUv0.z = gl_Position.z; |
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30 | |
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31 | // Calculate tangent space light vector |
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32 | // Get object space light direction |
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33 | oLightDir = normalize(lightPosition.xyz - (position * lightPosition.w).xyz); |
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34 | |
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35 | // Calculate half-angle in tangent space |
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36 | vec3 eyeDir = normalize(eyePosition - position.xyz); |
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37 | oHalfAngle = normalize(eyeDir + oLightDir); |
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38 | |
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39 | // Calculate the position of vertex in light space |
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40 | oLightPosition0 = texWorldViewProjMatrix0 * position; |
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41 | oLightPosition1 = texWorldViewProjMatrix1 * position; |
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42 | oLightPosition2 = texWorldViewProjMatrix2 * position; |
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43 | |
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44 | oNormal = normal; |
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45 | } |
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