63 lines
1.4 KiB
GLSL
63 lines
1.4 KiB
GLSL
//Vertex Shader
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#version 330 core
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//defines
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#define TEXTURE_MAP_SCALE 3.0
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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 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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uniform mat4 lightSpaceMatrix;
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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 vec2 texPlane1;
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out vec2 texPlane2;
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out vec2 texPlane3;
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out vec4 FragPosLightSpace;
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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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//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))) * aNormal;
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//reference https://catlikecoding.com/unity/tutorials/advanced-rendering/triplanar-mapping/
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texPlane1 = aPos.zy * TEXTURE_MAP_SCALE;
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texPlane2 = aPos.xz * TEXTURE_MAP_SCALE;
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texPlane3 = aPos.xy * TEXTURE_MAP_SCALE;
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//flip first coordinate if the normal is negative
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//this minimizes texture flipping
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texPlane1.x = texPlane1.x * sign(Normal.x);
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texPlane2.x = texPlane2.x * sign(Normal.y);
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texPlane3.x = texPlane3.x * sign(Normal.z);
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//shadow map stuff
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FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
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//set final position with opengl space
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gl_Position = projection * view * model * FinalVertex;
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}
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