#version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec3 vertexPositionTarget; in vec3 vertexNormalTarget; out vec3 worldPosition; out vec3 worldNormal; uniform mat4 modelMatrix; uniform mat3 modelNormalMatrix; uniform mat4 modelViewProjection; uniform float interpolator; void main() { vec3 morphPos; vec3 morphNormal; if (interpolator > 0.0) { // normalized morphPos = mix(vertexPosition, vertexPositionTarget, interpolator); morphNormal = normalize(mix(vertexNormal, vertexNormalTarget, interpolator)); } else { // relative morphPos = vertexPosition + vertexPositionTarget * abs(interpolator); morphNormal = normalize(vertexNormal + vertexNormalTarget * abs(interpolator)); } worldNormal = normalize( modelNormalMatrix * morphNormal ); worldPosition = vec3( modelMatrix * vec4( morphPos, 1.0 ) ); gl_Position = modelViewProjection * vec4( morphPos, 1.0 ); }