22 lines
446 B
GLSL
22 lines
446 B
GLSL
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#version 330
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uniform vec3 light_position;
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uniform mat4 proj, model, view;
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in vec3 position;
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in vec3 normal;
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out fData {
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vec3 to_eye;
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vec3 to_light;
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vec3 normal;
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} frag;
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void main() {
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vec4 pos_camera = view * (model * vec4(position, 1.0));
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gl_Position = proj * pos_camera;
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frag.to_light = (view * vec4(light_position, 1.0)).xyz - pos_camera.xyz;
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frag.to_eye = -pos_camera.xyz;
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frag.normal = (model * (view * vec4(normal, 0.0))).xyz;
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}
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