mirror of https://github.com/mode777/rayjs.git
37 lines
882 B
Plaintext
37 lines
882 B
Plaintext
|
#version 100
|
||
|
|
||
|
// Input vertex attributes
|
||
|
attribute vec3 vertexPosition;
|
||
|
attribute vec2 vertexTexCoord;
|
||
|
attribute vec3 vertexNormal;
|
||
|
attribute vec4 vertexColor;
|
||
|
|
||
|
attribute mat4 instanceTransform;
|
||
|
|
||
|
// Input uniform values
|
||
|
uniform mat4 mvp;
|
||
|
uniform mat4 matNormal;
|
||
|
|
||
|
// Output vertex attributes (to fragment shader)
|
||
|
varying vec3 fragPosition;
|
||
|
varying vec2 fragTexCoord;
|
||
|
varying vec4 fragColor;
|
||
|
varying vec3 fragNormal;
|
||
|
|
||
|
// NOTE: Add here your custom variables
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
// Compute MVP for current instance
|
||
|
mat4 mvpi = mvp*instanceTransform;
|
||
|
|
||
|
// Send vertex attributes to fragment shader
|
||
|
fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
|
||
|
fragTexCoord = vertexTexCoord;
|
||
|
fragColor = vertexColor;
|
||
|
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
|
||
|
|
||
|
// Calculate final vertex position
|
||
|
gl_Position = mvpi*vec4(vertexPosition, 1.0);
|
||
|
}
|