$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; }