64 lines
1.9 KiB
GLSL
64 lines
1.9 KiB
GLSL
/*
|
||
* 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);
|
||
}
|