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47 lines
1.1 KiB
GLSL
47 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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//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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//coordinate space transformation matrices
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uniform mat4 model;
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//output buffers
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out vec3 Normal;
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out vec3 FragPos;
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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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//time-of-day normal rotation
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float angle = 3.14 * standardUniforms.timeOfDay;
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mat4 rotationAboutZ = mat4(
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vec4( cos(angle), -sin(angle), 0.0, 0.0 ),
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vec4( sin(angle), cos(angle), 0.0, 0.0 ),
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vec4( 0.0, 0.0, 1.0, 0.0 ),
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vec4( 0.0, 0.0, 0.0, 1.0 ) );
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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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Normal = mat3(transpose(inverse(model))) * mat3(rotationAboutZ) * aNormal;
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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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