
shaders.Chapter5.vs Maven / Gradle / Ivy
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#version 330
uniform mat4 Projection = mat4(1);
uniform mat4 ModelView = mat4(1);
uniform bool FadeToWhite = false;
layout(location = 0) in vec4 Position;
layout(location = 2) in vec3 Normal;
layout(location = 3) in vec4 Color;
layout(location = 5) in mat4 InstanceTransform;
const vec4 FADE = vec4(0.8, 0.8, 0.8, 1);
out vec3 vViewNormal;
out vec4 vViewPosition;
out vec3 vModelPosition;
out vec4 vColor;
void main() {
mat4 ViewXfm = ModelView * InstanceTransform;
gl_Position = Projection * ViewXfm * Position;
// The normal in view space
vViewNormal = vec4(ViewXfm * vec4(Normal.xyz, 0)).xyz;
// The position in view space
vViewPosition = ViewXfm * Position;
// The position in the original model
vModelPosition = Position.xyz;
// The vertex color
vColor = FadeToWhite ? mix(Color, FADE, 0.25) : Color;
}
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