35 lines
		
	
	
		
			580 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			35 lines
		
	
	
		
			580 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| //Vertex Shader
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| #version 330 core
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| 
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| 
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| //input buffers
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| layout (location = 0) in vec3 aPos;
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| layout (location = 1) in float id;
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| 
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| 
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| //coordinate space transformation matrices
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| uniform mat4 transform;
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| uniform mat4 model;
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| uniform mat4 view;
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| uniform mat4 projection;
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| 
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| 
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| 
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| uniform vec3 colors[8];
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| 
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| out vec3 color;
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| 
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| 
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| 
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| void main()
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| {
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|     //normalize posiiton and normal
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|     vec4 FinalVertex = vec4(aPos, 1.0);
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|     //send color to the frag shader
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|     color = colors[int(id)];
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|     //set final position with opengl space
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|     vec4 pos = projection * view * FinalVertex;
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|     gl_Position = pos.xyww;
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| }
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