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			48 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| //Vertex Shader
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| #version 450 core
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| #extension GL_ARB_shading_language_include : require
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| #include "../../lib/standarduniform.fs"
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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 vec3 aNormal;
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| layout (location = 4) in vec2 aTex;
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| 
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| 
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| //coordinate space transformation matrices
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| uniform mat4 model;
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| 
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| 
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| 
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| //output buffers
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| out vec3 Normal;
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| out vec3 FragPos;
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| out vec3 ViewFragPos;
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| out vec2 TexCoord;
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| out vec4 FragPosLightSpace;
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| 
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| 
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| 
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| 
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| void main() {
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|     //normalize posiiton and normal
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|     vec4 FinalVertex = vec4(aPos, 1.0);
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|     vec4 FinalNormal = vec4(aNormal, 1.0);
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| 
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| 
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|     //push frag, normal, and texture positions to fragment shader
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|     FragPos = vec3(model * FinalVertex);
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|     ViewFragPos = vec3(standardUniforms.view * model * FinalVertex);
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|     Normal = mat3(transpose(inverse(model))) * aNormal;
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|     TexCoord = aTex;
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| 
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| 
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|     //shadow map stuff
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|     FragPosLightSpace = standardUniforms.lightSpaceMatrix * vec4(FragPos, 1.0);
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| 
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|     
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|     //set final position with opengl space
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|     gl_Position = standardUniforms.projection * standardUniforms.view * model * FinalVertex;
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| }
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