punyverse/punyverse/shaders/sphere.vertex.glsl
2018-08-29 02:18:13 -04:00

31 lines
726 B
GLSL

#version 130
in vec3 a_normal;
in vec2 a_tangent;
in vec2 a_uv;
out vec2 v_uv;
out vec3 v_normal;
out vec3 v_position;
out vec3 v_camDirection;
out mat3 v_TBN;
uniform float u_radius;
uniform mat4 u_mvpMatrix;
uniform mat4 u_mvMatrix;
uniform mat4 u_modelMatrix;
void main() {
vec3 position = u_radius * a_normal;
gl_Position = u_mvpMatrix * vec4(position, 1);
v_normal = normalize(vec3(u_modelMatrix * vec4(a_normal, 0)));
v_uv = a_uv;
v_position = (u_modelMatrix * vec4(position, 1)).xyz;
v_camDirection = (u_mvMatrix * vec4(position, 1)).xyz;
vec3 tangent = normalize((u_modelMatrix * vec4(a_tangent, a_normal.z, 0)).xyz);
v_TBN = mat3(tangent, cross(tangent, v_normal), v_normal);
}