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- //
- // Vertex shader standard
- //
- #include <attributes>
- // Model uniforms
- uniform mat4 ModelViewMatrix;
- uniform mat3 NormalMatrix;
- uniform mat4 MVP;
- #include <lights>
- #include <material>
- #include <phong_model>
- // Outputs for the fragment shader.
- out vec3 ColorFrontAmbdiff;
- out vec3 ColorFrontSpec;
- out vec3 ColorBackAmbdiff;
- out vec3 ColorBackSpec;
- out vec2 FragTexcoord;
- void main() {
- // Transform this vertex normal to camera coordinates.
- vec3 normal = normalize(NormalMatrix * VertexNormal);
- // Calculate this vertex position in camera coordinates
- vec4 position = ModelViewMatrix * vec4(VertexPosition, 1.0);
- // Calculate the direction vector from the vertex to the camera
- // The camera is at 0,0,0
- vec3 camDir = normalize(-position.xyz);
- // Calculates the vertex Ambient+Diffuse and Specular colors using the Phong model
- // for the front and back
- phongModel(position, normal, camDir, MatAmbientColor, MatDiffuseColor, ColorFrontAmbdiff, ColorFrontSpec);
- phongModel(position, -normal, camDir, MatAmbientColor, MatDiffuseColor, ColorBackAmbdiff, ColorBackSpec);
- vec2 texcoord = VertexTexcoord;
- #if MAT_TEXTURES > 0
- // Flips texture coordinate Y if requested.
- if (MatTexFlipY(0)) {
- texcoord.y = 1 - texcoord.y;
- }
- #endif
- FragTexcoord = texcoord;
- gl_Position = MVP * vec4(VertexPosition, 1.0);
- }
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