diff --git a/examples/shaders/resources/shaders/glsl100/gbuffer.vs b/examples/shaders/resources/shaders/glsl100/gbuffer.vs index 2791ce5ee..d9484f273 100644 --- a/examples/shaders/resources/shaders/glsl100/gbuffer.vs +++ b/examples/shaders/resources/shaders/glsl100/gbuffer.vs @@ -1,60 +1,30 @@ -#version 100 +#version 300 es -// Input vertex attributes -attribute vec3 vertexPosition; -attribute vec2 vertexTexCoord; -attribute vec3 vertexNormal; -attribute vec4 vertexColor; +precision highp float; + +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec3 vertexNormal; +in vec4 vertexColor; + +out vec3 fragPosition; +out vec2 fragTexCoord; +out vec3 fragNormal; +out vec4 fragColor; -// Input uniform values uniform mat4 matModel; uniform mat4 matView; uniform mat4 matProjection; -// Output vertex attributes (to fragment shader) -varying vec3 fragPosition; -varying vec2 fragTexCoord; -varying vec3 fragNormal; -varying vec4 fragColor; - - -// https://github.com/glslify/glsl-inverse -mat3 inverse(mat3 m) -{ - float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; - float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; - float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; - - float b01 = a22*a11 - a12*a21; - float b11 = -a22*a10 + a12*a20; - float b21 = a21*a10 - a11*a20; - - float det = a00*b01 + a01*b11 + a02*b21; - - return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), - b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), - b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; -} - -// https://github.com/glslify/glsl-transpose -mat3 transpose(mat3 m) -{ - return mat3(m[0][0], m[1][0], m[2][0], - m[0][1], m[1][1], m[2][1], - m[0][2], m[1][2], m[2][2]); -} - void main() { - // Calculate vertex attributes for fragment shader - vec4 worldPos = matModel*vec4(vertexPosition, 1.0); + vec4 worldPos = matModel * vec4(vertexPosition, 1.0); fragPosition = worldPos.xyz; fragTexCoord = vertexTexCoord; fragColor = vertexColor; mat3 normalMatrix = transpose(inverse(mat3(matModel))); - fragNormal = normalMatrix*vertexNormal; + fragNormal = normalMatrix * vertexNormal; - // Calculate final vertex position - gl_Position = matProjection*matView*worldPos; + gl_Position = matProjection * matView * worldPos; }