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-rw-r--r--shaders/final.vertex23
1 files changed, 20 insertions, 3 deletions
diff --git a/shaders/final.vertex b/shaders/final.vertex index 825eb49..dda8626 100644 --- a/shaders/final.vertex +++ b/shaders/final.vertex
@@ -4,11 +4,28 @@ layout(location = 0) in vec3 vertexPosition_modelspace;
4layout(location = 1) in vec3 vertexNormal; 4layout(location = 1) in vec3 vertexNormal;
5 5
6out vec2 UV; 6out vec2 UV;
7out vec3 norm; 7out vec3 normIn;
8out vec3 camDirIn;
9out vec3 lightDirIn;
10//out vec3 vertPos;
11
12uniform mat4 MVP;
13uniform mat4 worldMat;
14
15const vec3 Tuning_LightPos = vec3(1, 1, 1.0);
8 16
9void main() 17void main()
10{ 18{
11 gl_Position = vec4(vertexPosition_modelspace,1); 19 gl_Position = MVP * vec4(vertexPosition_modelspace,1);
12 UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0; 20 UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0;
13 norm = vertexNormal; 21 normIn = vertexNormal;
22
23 mat3 invWorldRot = transpose(mat3(worldMat[0].xyz, worldMat[1].xyz, worldMat[2].xyz));
24 //mat3 invWorldRot = mat3(1.0f);
25 vec3 worldPos = (worldMat * vec4(vertexPosition_modelspace,1)).xyz;
26 camDirIn = invWorldRot * (vec3(0,0,1) - worldPos);
27 //camDir = worldPos;
28 lightDirIn = invWorldRot * (Tuning_LightPos - worldPos);
29 //vec4 vertPos4 = vec4(vertexPosition_modelspace,1);
30 //vertPos = vec3(vertPos4) / vertPos4.w;
14} 31}