// // Vertex Shader // #include // Model uniforms uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVP; #include #include #include // Output variables for Fragment shader out vec4 Position; out vec3 Normal; out vec3 CamDir; out vec2 FragTexcoord; void main() { // Transform this vertex position to camera coordinates. Position = ModelViewMatrix * vec4(VertexPosition, 1.0); // Transform this vertex normal to camera coordinates. Normal = normalize(NormalMatrix * VertexNormal); // Calculate the direction vector from the vertex to the camera // The camera is at 0,0,0 CamDir = normalize(-Position.xyz); // Flips texture coordinate Y if requested. vec2 texcoord = VertexTexcoord; #if MAT_TEXTURES>0 if (MatTexFlipY(0)) { texcoord.y = 1 - texcoord.y; } #endif FragTexcoord = texcoord; vec3 vPosition = VertexPosition; mat4 finalWorld = mat4(1.0); #include #include gl_Position = MVP * finalWorld * vec4(vPosition, 1.0); }