blender/intern/opensubdiv/gpu_shader_opensubdiv_vertex.glsl
Sergey Sharybin a27b54f6e2 OpenSubdiv: Split shader source files
Was a bit annoying to do tweaks in a file which contained all
vertex, geometry and fragment shaders.
2016-09-16 12:28:35 +02:00

54 lines
1.4 KiB
GLSL

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2014 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Sergey Sharybin
*
* ***** END GPL LICENSE BLOCK *****
*/
struct VertexData {
vec4 position;
vec3 normal;
vec2 uv;
};
in vec3 normal;
in vec4 position;
uniform mat4 modelViewMatrix;
uniform mat3 normalMatrix;
out block {
VertexData v;
} outpt;
void main()
{
outpt.v.position = modelViewMatrix * position;
outpt.v.normal = normalize(normalMatrix * normal);
#if __VERSION__ < 140
/* Some compilers expects gl_Position to be written.
* It's not needed once we explicitly switch to GLSL 1.40 or above.
*/
gl_Position = outpt.v.position;
#endif
}