pioneers/shaders/mapobjects/vertex.shader

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#version 330
layout(location=0) in vec3 Position;
layout(location=1) in vec3 Normal;
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layout(location=2) in vec2 TexCoord;
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
uniform mat3 NormalMatrix;
uniform vec3 PositionOffset = vec3(5.0,2.0,5.0);
uniform vec3 Scale = vec3(1.0,1.0,1.0);
uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
out vec3 vPosition;
out vec3 vNormal;
void main () {
vPosition = Position;
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//gl_Position = vec4(Position,1);
// component-wise
gl_Position = ProjectionMatrix * ViewMatrix * vec4(PositionOffset + (Scale * Position), 1);
vNormal = Normal;
}