bgfx/examples/31-reflectiveshadowmap/vs_rsm_gbuffer.sc

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$input a_position, a_normal
$output v_normal
/*
* Copyright 2016 Joseph Cherlin. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
uniform vec4 u_tint;
void main()
{
// Calculate vertex position
vec3 pos = a_position;
gl_Position = mul(u_modelViewProj, vec4(pos, 1.0) );
// Calculate normal. Note that compressed normal is stored in the vertices
vec3 normalObjectSpace = a_normal.xyz*2.0+-1.0; // Normal is stored in [0,1], remap to [-1,1].
// Transform normal into world space.
vec3 normalWorldSpace = mul(u_model[0], vec4(normalObjectSpace, 0.0) ).xyz;
// Normalize to remove (uniform...) scaling, however, recompress
v_normal.xyz = normalize(normalWorldSpace)*0.5+0.5;
}