$input a_position, a_normal $output v_normal, v_texcoord0, v_texcoord1, v_texcoord2 /* * Copyright 2021 elven cache. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" void main() { // Calculate vertex position vec3 pos = a_position.xyz; gl_Position = mul(u_modelViewProj, vec4(pos, 1.0)); vec3 wsPos = mul(u_model[0], vec4(pos, 1.0)).xyz; // Calculate normal, unpack vec3 osNormal = a_normal.xyz * 2.0 - 1.0; // Transform normal into world space vec3 wsNormal = mul(u_model[0], vec4(osNormal, 0.0)).xyz; v_normal.xyz = normalize(wsNormal); v_texcoord0 = a_position.xy * vec2_splat(0.5); // the used mesh does not provide texture coordinates // Store world space view vector in extra texCoord attribute vec3 wsCamPos = mul(u_invView, vec4(0.0, 0.0, 0.0, 1.0)).xyz; vec3 view = normalize(wsCamPos - wsPos); v_texcoord1 = vec4(wsPos, 1.0); v_texcoord2 = vec4(view, 1.0); }