| @ -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 matModel; | ||||
| uniform mat4 matView; | uniform mat4 matView; | ||||
| uniform mat4 matProjection; | 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() | 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; | fragPosition = worldPos.xyz; | ||||
| fragTexCoord = vertexTexCoord; | fragTexCoord = vertexTexCoord; | ||||
| fragColor = vertexColor; | fragColor = vertexColor; | ||||
| mat3 normalMatrix = transpose(inverse(mat3(matModel))); | 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; | |||||
| } | } | ||||