mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-27 19:23:43 +00:00
30 lines
667 B
GLSL
30 lines
667 B
GLSL
|
uniform vec3 u_eye;
|
||
|
|
||
|
|
||
|
layout(location = 0) in vec3 in_pos;
|
||
|
layout(location = 1) in vec3 in_normal;
|
||
|
layout(location = 2) in vec4 in_color;
|
||
|
layout(location = 3) in vec2 in_tex0;
|
||
|
|
||
|
out vec3 v_normal;
|
||
|
out vec3 v_light;
|
||
|
out vec2 v_tex0;
|
||
|
out float v_fog;
|
||
|
|
||
|
void
|
||
|
main(void)
|
||
|
{
|
||
|
vec4 Vertex = u_world * vec4(in_pos, 1.0);
|
||
|
gl_Position = u_proj * u_view * Vertex;
|
||
|
vec3 Normal = mat3(u_world) * in_normal;
|
||
|
|
||
|
v_tex0 = in_tex0;
|
||
|
|
||
|
vec3 viewVec = normalize(u_eye - Vertex.xyz);
|
||
|
vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);
|
||
|
v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress
|
||
|
v_light = 0.5*(1.0 + Light); //
|
||
|
|
||
|
v_fog = DoFog(gl_Position.w);
|
||
|
}
|