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