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#version 450 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec3 particlePosition;
layout(location = 3) in vec3 particleColor;
layout (location = 0) out VertexBlock
{
flat vec3 color;
vec3 pos;
vec3 normal;
} v_out;
layout(std140, binding = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelViewMatrix;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 modelViewProjection;
mat4 inverseModelViewProjectionMatrix;
};
void main(void)
{
vec4 pos = vec4(vertexPosition.xyz, 1.0) + vec4(particlePosition, 0.0);
gl_Position = modelViewProjection * pos;
v_out.pos = vec4(modelViewMatrix * pos).xyz;
v_out.normal = normalize(modelNormalMatrix * vertexNormal);
v_out.color = mix(particleColor * 0.2, particleColor, smoothstep(0.5, 0.8, abs(v_out.normal).z));
}
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