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-rw-r--r--src/datavisualization/engine/shaders/default.vert10
1 files changed, 6 insertions, 4 deletions
diff --git a/src/datavisualization/engine/shaders/default.vert b/src/datavisualization/engine/shaders/default.vert
index efb40862..b454913b 100644
--- a/src/datavisualization/engine/shaders/default.vert
+++ b/src/datavisualization/engine/shaders/default.vert
@@ -8,6 +8,7 @@ uniform highp mat4 M;
uniform highp mat4 itM;
uniform highp vec3 lightPosition_wrld;
+varying highp vec3 lightPosition_wrld_frag;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
@@ -17,10 +18,11 @@ varying highp vec2 coords_mdl;
void main() {
gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
coords_mdl = vertexPosition_mdl.xy;
- position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
- vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = vec4(V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
- vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz;
lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
- normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+ normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+ lightPosition_wrld_frag = lightPosition_wrld;
}