/* * 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); }