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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/blob/master/LICENSE
- */
- #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;
- }
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