forked from bartvdbraak/blender
a27b54f6e2
Was a bit annoying to do tweaks in a file which contained all vertex, geometry and fragment shaders.
54 lines
1.4 KiB
GLSL
54 lines
1.4 KiB
GLSL
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2014 Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Sergey Sharybin
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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struct VertexData {
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vec4 position;
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vec3 normal;
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vec2 uv;
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};
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in vec3 normal;
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in vec4 position;
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uniform mat4 modelViewMatrix;
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uniform mat3 normalMatrix;
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out block {
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VertexData v;
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} outpt;
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void main()
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{
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outpt.v.position = modelViewMatrix * position;
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outpt.v.normal = normalize(normalMatrix * normal);
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#if __VERSION__ < 140
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/* Some compilers expects gl_Position to be written.
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* It's not needed once we explicitly switch to GLSL 1.40 or above.
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*/
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gl_Position = outpt.v.position;
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#endif
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}
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