mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
32 lines
1.0 KiB
GLSL
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;
|
|
}
|