SparrowRenderer/phong.vert
2015-06-22 01:57:02 +02:00

32 lines
808 B
GLSL

#version 330
// Matrices
uniform mat4 modelViewMatrix;
uniform mat4 MVP;
uniform mat4 normalMatrix;
uniform mat4 viewMatrix;
layout(location = 0)in vec3 inPosition;
layout(location = 1)in vec3 inNormal;
layout(location = 2)in vec4 inTexCoord;
out vec3 varNormal;
out vec2 varTexCoord;
/*void computeLightingVectorsInView(in vec3 posInView, in vec3 lightPosition, out vec3 lightDir, out vec3 halfVec){
lightDir = vec3(viewMatrix*vec4(lightPosition, 1.0)) - posInView;
halfVec = normalize(lightDir - posInView);
lightDir = normalize(lightDir);
}*/
void main(void) {
// normales corrigées (en fonction de la vue)
varNormal = normalize(vec3(normalMatrix*vec4(inNormal,0)));
// coordonnées de texture
varTexCoord = inTexCoord.xy;
// position du vertex
gl_Position = MVP*vec4(inPosition, 1.0);
}