2020-08-19 14:10:22 +00:00
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uniform vec3 u_eye;
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2020-11-18 09:32:18 +00:00
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VSIN(ATTRIB_POS) vec3 in_pos;
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2020-08-19 14:10:22 +00:00
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2020-11-18 09:32:18 +00:00
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VSOUT vec3 v_normal;
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VSOUT vec3 v_light;
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VSOUT vec2 v_tex0;
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VSOUT float v_fog;
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2020-08-19 14:10:22 +00:00
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void
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main(void)
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{
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vec4 Vertex = u_world * vec4(in_pos, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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vec3 Normal = mat3(u_world) * in_normal;
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v_tex0 = in_tex0;
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vec3 viewVec = normalize(u_eye - Vertex.xyz);
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vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);
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v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress
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v_light = 0.5*(1.0 + Light); //
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v_fog = DoFog(gl_Position.w);
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}
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