Initial commit
This commit is contained in:
26
resources/shaders/vertex/rgb-normals.vert
Normal file
26
resources/shaders/vertex/rgb-normals.vert
Normal file
@@ -0,0 +1,26 @@
|
||||
#version 330
|
||||
layout(location = 0) in vec3 aPosition;
|
||||
layout(location = 1) in vec3 aNormal;
|
||||
|
||||
// Solid color input from application
|
||||
|
||||
// Color to output to fragment shader
|
||||
out vec3 vNormal;
|
||||
|
||||
// Model View Projection matrix found by P * V * M
|
||||
//uniform mat3 uModelInverseTransposed;
|
||||
uniform mat4 uModel;
|
||||
uniform mat4 uView;
|
||||
uniform mat4 uProjection;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = uProjection * uView * uModel * vec4(aPosition, 1.0);
|
||||
|
||||
// This isn't a shader we plan to use heavily, it's useful for testing normals
|
||||
// + We can see what the value of normals are on the object based on color
|
||||
vNormal = mat3(transpose(inverse(uModel))) * aNormal;
|
||||
// vNormal = uModelInverseTransposed * aNormal;
|
||||
// vNormal = aNormal; // This is possible without the additional uniform
|
||||
// Or you could find this on the GPU using the uModel matrix
|
||||
}
|
||||
Reference in New Issue
Block a user