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#version 450 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec3 pos;
layout(location = 0) out vec3 position;
layout(location = 1) out vec3 normal;
layout(location = 2) out vec3 kd;
layout(std140, binding = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelViewMatrix;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 modelViewProjection;
mat4 inverseModelViewProjectionMatrix;
};
// Calculate RGB triplet from HSV
vec3 hsvToRGB( float h, float s, float v )
{
if ( s <= 0.0 )
return vec3( v );
h = h * 6.0;
float c = v * s;
float x = ( 1.0 - abs( ( mod( h, 2 ) - 1 ) ) ) * c;
float m = v - c;
float r = 0.0;
float g = 0.0;
float b = 0.0;
if ( h < 1.0 ) { r = c; g = x; b = 0.0;}
else if ( h < 2.0 ) { r = x; g = c; b = 0.0; }
else if ( h < 3.0 ) { r = 0.0; g = c; b = x; }
else if ( h < 4.0 ) { r = 0.0; g = x; b = c; }
else if ( h < 5.0 ) { r = x; g = 0.0; b = c; }
else { r = c; g = 0.0; b = x; }
return vec3( r + m, g + m, b + m );
}
void main()
{
normal = normalize( modelNormalMatrix * vertexNormal );
vec3 offsetPos = vertexPosition + pos;
position = vec3(modelViewMatrix * vec4(offsetPos, 1.0));
float hue = fract( pos.x / 10.0 );
float saturation = fract( pos.z / 20.0 );
kd = hsvToRGB( hue, saturation, 1.0 );
gl_Position = modelViewProjection * vec4(offsetPos, 1.0);
}
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