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#version 150 core
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexTangent;
out vec3 worldPosition;
out vec3 worldNormal;
out vec4 worldTangent;
out vec2 texCoord;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 mvp;
void main()
{
// Scale texture coordinates for for fragment shader
texCoord = vertexTexCoord;
// Transform position, normal, and tangent to world coords
worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
worldNormal = normalize(modelNormalMatrix * vertexNormal);
worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
worldTangent.w = vertexTangent.w;
// Calculate animated vertex positions
float sinPos = (vertexPosition.z)+(vertexPosition.x);
float sinPos2 = (vertexPosition.y/2)+(vertexPosition.z);
vec3 vertMod = vec3(vertexPosition.x,vertexPosition.y,vertexPosition.z);
// Calculate vertex position in clip coordinates
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
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