colobot-data/shaders/vertex_shader_33.glsl

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2015-05-19 12:25:36 +00:00
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
// VERTEX SHADER
#version 330
uniform mat4 uni_ProjectionMatrix;
uniform mat4 uni_ViewMatrix;
uniform mat4 uni_ModelMatrix;
uniform mat4 uni_ShadowMatrix;
uniform mat4 uni_NormalMatrix;
layout(location = 0) in vec4 in_VertexCoord;
layout(location = 1) in vec3 in_Normal;
layout(location = 2) in vec4 in_Color;
layout(location = 3) in vec2 in_TexCoord0;
layout(location = 4) in vec2 in_TexCoord1;
out VertexData
{
vec3 NormalSmooth;
flat vec3 NormalFlat;
vec4 Color;
vec2 TexCoord0;
vec2 TexCoord1;
vec4 ShadowCoord;
vec4 Position;
float Distance;
} data;
void main()
{
vec4 position = uni_ModelMatrix * in_VertexCoord;
vec4 eyeSpace = uni_ViewMatrix * position;
gl_Position = uni_ProjectionMatrix * eyeSpace;
vec3 normal = normalize((uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz);
data.Color = in_Color;
data.NormalSmooth = normal;
data.NormalFlat = normal;
data.TexCoord0 = in_TexCoord0;
data.TexCoord1 = in_TexCoord1;
data.ShadowCoord = uni_ShadowMatrix * position;
data.Position = position;
data.Distance = abs(eyeSpace.z);
}