40 lines
1.1 KiB
GLSL
40 lines
1.1 KiB
GLSL
layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec3 a_normal;
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layout (location = 2) in vec2 a_colorTexCoords;
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layout (location = 0) out vec2 v_colorTexCoords;
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layout (location = 1) out float v_intensity;
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layout (binding = 0) uniform UBO
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{
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mat4 u_modelView;
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mat4 u_projection;
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mat4 u_pivotTransform;
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vec2 u_contrastGamma;
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float u_opacity;
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float u_zScale;
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float u_interpolation;
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float u_isOutlinePass;
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};
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const vec4 kNormalizedLightDir = vec4(0.3162, 0.0, 0.9486, 0.0);
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void main()
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{
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vec4 pos = vec4(a_position, 1.0) * u_modelView;
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vec4 normal = vec4(a_position + a_normal, 1.0) * u_modelView;
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normal.xyw = (normal * u_projection).xyw;
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normal.z = normal.z * u_zScale;
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pos.xyw = (pos * u_projection).xyw;
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pos.z = a_position.z * u_zScale;
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vec4 normDir = normal - pos;
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if (dot(normDir, normDir) != 0.0)
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v_intensity = max(0.0, -dot(kNormalizedLightDir, normalize(normDir)));
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else
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v_intensity = 0.0;
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gl_Position = u_pivotTransform * pos;
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#ifdef VULKAN
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gl_Position.y = -gl_Position.y;
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gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
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#endif
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v_colorTexCoords = a_colorTexCoords;
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}
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