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scene.vert.glsl
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scene.vert.glsl
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#version 430
#extension GL_ARB_shading_language_include : enable
#include "common.h"
// inputs in model space
in layout(location = VERTEX_POS) vec3 vertex_pos_model;
in layout(location = VERTEX_NORMAL) vec3 normal;
// outputs in view space
out Interpolants{
vec3 normal;
vec3 eyeDir;
vec3 lightDir;
} OUT;
void main()
{
// proj space calculations
gl_Position = object.modelViewProj * vec4(vertex_pos_model, 1);
// view space calculations
vec3 pos = (object.modelView * vec4(vertex_pos_model, 1)).xyz;
vec3 lightPos = (scene.viewMatrix * vec4(scene.lightPos_world, 1)).xyz;
OUT.normal = (object.modelViewIT * vec4(normal, 0)).xyz;
OUT.eyeDir = scene.eyePos_view - pos;
OUT.lightDir = lightPos - pos;
}
/*
* Copyright (c) 2014-2023, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/