24 lines
No EOL
528 B
GLSL
24 lines
No EOL
528 B
GLSL
#version 120
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attribute vec3 in_vertex;
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attribute vec3 in_normal;
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varying vec3 vertex;
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varying vec3 normal;
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varying vec3 lightDirection;
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uniform mat4 model;
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uniform vec3 lightPosition;
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uniform float aspectRatio;
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void main()
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{
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// TODO: this becomes invalid when projection matrices are used
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vec3 p = (model*vec4(in_vertex/vec3(aspectRatio, 1.0, 1.0), 1.0)).xyz;
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lightDirection = normalize(lightPosition - p);
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vertex = p.xyz;
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normal = normalize((model*vec4(in_normal.xyz, 0.0)).xyz);
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gl_Position = vec4(p, 1.0);
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} |