PixelWars/shaders/world.vert.glsl
2016-06-02 14:40:44 +02:00

26 lines
706 B
GLSL

#version 330 core
layout(location = 0)in vec3 inPosition;
layout(location = 2)in vec2 inTexCoord;
layout(location = 1)in vec3 inNormal;
uniform float flatSphere;
uniform vec2 screenSize;
uniform mat4 mvp;
uniform vec3 camera;
out vec2 texCoord;
out vec3 normal;
void main(void)
{
texCoord = vec2(inTexCoord.x/2, inTexCoord.y);
vec2 flatTexCoord = texCoord;
texCoord = mix(texCoord, flatTexCoord, vec2(flatSphere));
normal = inNormal.xyz;
vec4 flatPos = vec4(inTexCoord.x*2 -1, inTexCoord.y*2 -1, 0.0, 1.0);
vec3 position = vec3(inPosition.xy, inPosition.z - 1);
vec4 projPos = mvp * vec4(position*camera.z, 1.0);
gl_Position = mix(projPos, flatPos, vec4(flatSphere));
}