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#version 100 |
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// Input vertex attributes |
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attribute vec3 vertexPosition; |
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attribute vec2 vertexTexCoord; |
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attribute vec3 vertexNormal; |
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attribute vec4 vertexColor; |
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attribute mat4 instance; |
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// Input uniform values |
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uniform mat4 mvp; |
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// Output vertex attributes (to fragment shader) |
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varying vec3 fragPosition; |
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varying vec2 fragTexCoord; |
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varying vec4 fragColor; |
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varying vec3 fragNormal; |
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// NOTE: Add here your custom variables |
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// https://github.com/glslify/glsl-inverse |
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mat3 inverse(mat3 m) |
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{ |
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; |
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; |
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; |
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float b01 = a22*a11 - a12*a21; |
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float b11 = -a22*a10 + a12*a20; |
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float b21 = a21*a10 - a11*a20; |
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float det = a00*b01 + a01*b11 + a02*b21; |
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return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), |
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b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), |
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b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; |
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} |
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// https://github.com/glslify/glsl-transpose |
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mat3 transpose(mat3 m) |
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{ |
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return mat3(m[0][0], m[1][0], m[2][0], |
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m[0][1], m[1][1], m[2][1], |
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m[0][2], m[1][2], m[2][2]); |
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} |
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void main() |
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{ |
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// Send vertex attributes to fragment shader |
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fragPosition = vec3(instance*vec4(vertexPosition, 1.0)); |
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fragTexCoord = vertexTexCoord; |
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fragColor = vertexColor; |
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mat3 normalMatrix = transpose(inverse(mat3(instance))); |
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fragNormal = normalize(normalMatrix*vertexNormal); |
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mat4 mvpi = mvp*instance; |
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// Calculate final vertex position |
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gl_Position = mvpi*vec4(vertexPosition, 1.0); |
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} |