Files
rez_demo/resources/vertexShader_pulse.glsl

48 lines
1.4 KiB
Plaintext
Raw Normal View History

#version 300 es
/*this will affect all the float guys (float, vecN, matN )*/
precision mediump float;
layout (location = 0) in vec3 vertPos; // Attributo Posizione
layout (location = 1) in vec2 coord_uv; // Attributo texture
layout (location = 2) in vec3 vertNor;
layout (location = 3) in vec3 vertTan;
layout (location = 4) in vec3 vertBitan;
uniform mat4 Model;
uniform mat4 ModelRot;
uniform mat4 Projection;
uniform mat4 View;
uniform vec3 boundingBoxLBN;
uniform vec3 boundingBoxRTF;
out vec3 fragPos;
out vec2 frag_uv;
out vec3 fragNormal;
out vec3 fragBoundPos;
out vec3 fragBaryc;
out mat3 TBN;
void main()
{
frag_uv = coord_uv;
vec3 normal = normalize(vertNor);
vec3 T = normalize(vec3(ModelRot * vec4(vertTan, 0.0)));
vec3 B = normalize(vec3(ModelRot * vec4(vertBitan, 0.0)));
vec3 N = normalize(vec3(ModelRot * vec4(vertNor, 0.0)));
TBN = mat3(T, B, N);
vec3 boundPos = vertPos - boundingBoxLBN;
vec3 boundDim = boundingBoxRTF - boundingBoxLBN;
fragBoundPos = vec3( boundPos.x / boundDim.x, boundPos.y / boundDim.y, boundPos.z / boundDim.z);
fragNormal = mat3(ModelRot) * vec3(normal);
fragPos=(Model*vec4(vertPos,1)).xyz;
fragBoundPos=(Model*vec4(boundPos,1)).xyz;
gl_Position=Projection*View*Model*vec4(vertPos,1);
fragBaryc = vec3(gl_VertexID % 3 == 0, gl_VertexID % 3 == 1, gl_VertexID % 3 == 2);
}