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#version 120
//DEFINES
uniform mat4 projMatrix;
uniform mat4 mvMatrix;
uniform mat3 normalMatrix;
attribute vec3 vertPos;
attribute vec2 vertTexCoord;
attribute vec3 vertNormal;
attribute vec4 vertColor;
varying vec3 lightDir;
varying vec3 vLightDir;
varying vec2 texCoord;
varying vec2 vTexCoord;
varying vec3 normal;
varying vec3 vNormal;
varying vec4 color;
varying vec4 vColor;
void main() {
//const vec3 lightPos = vec3(0.0, -2.94, 1.0);
const vec3 lightPos = vec3(-10.0, 2.0, 15.0);
vec4 posEye = mvMatrix * vec4(vertPos, 1.0); // Vertex position in eye space
gl_Position = projMatrix * posEye; // Vertex position in normalized device coordinates
vLightDir = lightDir = lightPos - posEye.xyz / posEye.w; // Light position relative to vertex
vTexCoord = texCoord = vertTexCoord;
vNormal = normal = normalize(normalMatrix * vertNormal);
vColor = color = vertColor;
}
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