SWBF2-Classic-Msh-Viewer/QtMeshViewer/Resources/vshader.glsl

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#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
uniform mat4 viewProjection;
uniform mat4 normalizeModel;
uniform mat4 modelMatrix;
attribute vec4 a_position;
attribute vec2 a_texcoord;
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attribute vec3 a_normal;
attribute vec3 a_polyNorm;
attribute vec3 a_polyTan;
attribute vec3 a_polyBiTan;
varying vec2 v_surfaceUV;
varying vec3 v_surfacePosition;
varying vec3 v_surfaceNormal;
varying vec3 v_polyNorm;
varying vec3 v_polyTan;
varying vec3 v_polyBiTan;
void main()
{
// Calculate vertex position in screen space
gl_Position = viewProjection * normalizeModel * modelMatrix * a_position;
// Pass data to fragment shader
// Value will be automatically interpolated to fragments inside polygon faces
v_surfaceUV = a_texcoord;
v_surfacePosition = vec3(normalizeModel * modelMatrix * a_position);
v_surfaceNormal = a_normal;
v_polyNorm = a_polyNorm;
v_polyTan = a_polyTan;
v_polyBiTan = a_polyBiTan;
}