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/* | |
* Copyright (c), Recep Aslantas. | |
* MIT License (MIT), http://opensource.org/licenses/MIT | |
*/ | |
#version 410 | |
uniform mat4 MVP; // Projection * View * Model matrix | |
uniform mat4 MV; // View * Model Matrix | |
uniform mat4 NM; // Normal matrix | |
uniform int NMU; // Use normal matrix | |
layout(location = 0) in vec3 POSITION; | |
layout(location = 1) in vec3 NORMAL; | |
layout(location = 2) in vec2 TEXCOORD; | |
layout(location = 3) in vec2 TEXCOORD1; | |
layout(location = 4) in vec2 TEXCOORD2; | |
out vec3 vPosition; | |
out vec3 vNormal; | |
out vec3 vEye; | |
out vec2 vTexCoord[3]; | |
void main() { | |
vec4 pos4 = vec4(POSITION, 1.0); | |
vPosition = vec3(MV * pos4); | |
vEye = normalize(-vPosition); | |
if (NMU == 1) | |
vNormal = normalize(vec3(NM * vec4(NORMAL, 0.0))); | |
else | |
vNormal = normalize(vec3(MV * vec4(NORMAL, 0.0))); | |
gl_Position = MVP * pos4; | |
vTexCoord[0] = TEXCOORD; | |
vTexCoord[1] = TEXCOORD1; | |
vTexCoord[2] = TEXCOORD2; | |
} |
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This shader is not used by libgk anymore!
Now there is a shader generator and shader manager for specific purposes/tasks
Check new version at: https://github.com/recp/libgk/tree/master/src/shader/glsl