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#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexUV;
out vec2 UV;
out vec3 normIn;
out vec3 camDirIn;
out vec3 lightDirIn;
uniform mat4 MVP;
uniform mat4 worldMat;
const vec3 Tuning_LightPos = vec3(2, 1, -1);
void main()
{
gl_Position = MVP * vec4(vertexPosition_modelspace,1);
UV = vertexUV;
normIn = vertexNormal;
mat3 invWorldRot = transpose(mat3(worldMat[0].xyz, worldMat[1].xyz, worldMat[2].xyz));
vec3 worldPos = (worldMat * vec4(vertexPosition_modelspace,1)).xyz;
camDirIn = invWorldRot * (vec3(3.75,0,0) - worldPos);
lightDirIn = invWorldRot * (Tuning_LightPos - worldPos);
}
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