// // Physically Based Shading of a microfacet surface material - Vertex Shader // Modified from reference implementation at https://github.com/KhronosGroup/glTF-WebGL-PBR // #include // Model uniforms uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVP; // Output variables for Fragment shader out vec3 Position; out vec3 Normal; out vec3 CamDir; out vec2 FragTexcoord; void main() { // Transform this vertex position to camera coordinates. Position = vec3(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; gl_Position = MVP * vec4(VertexPosition, 1.0); }