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attribute highp vec3 vertexPosition_mdl;
attribute highp vec2 vertexUV;
attribute highp vec3 vertexNormal_mdl;
uniform highp mat4 MVP;
uniform highp mat4 V;
uniform highp mat4 M;
uniform highp mat4 itM;
uniform highp vec3 lightPosition_wrld;
varying highp vec2 UV;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
void main() {
    gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
    position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
    vec3 vertexPosition_cmr = (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;
    lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
    normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; // Use modelMatrix's transposed inverse, as it's scaled
    UV = vertexUV;
}