Pixel-Composer/shaders/sh_d3d_default/sh_d3d_default.vsh

32 lines
1.0 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
varying vec3 v_vNormal;
varying vec4 v_worldPosition;
varying float v_cameraDistance;
uniform float planeNear;
uniform float planeFar;
void main() {
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_worldPosition = (gm_Matrices[MATRIX_WORLD] * object_space_pos);
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
vec3 worldNormal = normalize(gm_Matrices[MATRIX_WORLD] * vec4(in_Normal, 0.)).xyz;
v_vNormal = worldNormal;
float ndcDepth = (gl_Position.z - planeNear - planeFar) / (planeFar - planeNear);
v_cameraDistance = ndcDepth * 0.5 + 0.5;
}