2023-08-24 11:59:05 +02:00
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attribute vec3 in_Position;
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attribute vec3 in_Normal;
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attribute vec2 in_TextureCoord;
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2024-12-18 06:18:41 +01:00
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attribute vec4 in_Colour;
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attribute vec3 in_Barycentric;
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2023-08-14 19:22:04 +02:00
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2024-12-18 06:18:41 +01:00
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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varying vec3 v_vNormal;
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varying vec3 v_barycentric;
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varying vec4 v_worldPosition;
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varying vec3 v_viewPosition;
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2023-08-23 20:01:09 +02:00
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varying float v_cameraDistance;
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uniform float planeNear;
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uniform float planeFar;
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2023-08-14 19:22:04 +02:00
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2023-08-22 11:51:45 +02:00
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void main() {
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2023-08-14 19:22:04 +02:00
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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2023-08-24 11:59:05 +02:00
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v_worldPosition = gm_Matrices[MATRIX_WORLD] * object_space_pos;
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2023-08-30 16:40:45 +02:00
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v_viewPosition = gl_Position.xyz;
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2023-08-16 20:16:31 +02:00
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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2023-08-14 19:22:04 +02:00
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vec3 worldNormal = normalize(gm_Matrices[MATRIX_WORLD] * vec4(in_Normal, 0.)).xyz;
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v_vNormal = worldNormal;
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2023-08-23 20:01:09 +02:00
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2024-03-17 14:24:24 +01:00
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float depthRange = abs(planeFar - planeNear);
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float ndcDepth = (gl_Position.z - planeNear) / depthRange;
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2023-08-23 20:01:09 +02:00
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v_cameraDistance = ndcDepth * 0.5 + 0.5;
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2024-12-18 06:18:41 +01:00
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v_barycentric = in_Barycentric;
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2023-08-14 19:22:04 +02:00
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}
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