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https://github.com/cyberarm/i-mic-fps.git
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50 lines
1.2 KiB
GLSL
50 lines
1.2 KiB
GLSL
# version 330 core
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@include "light_struct"
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec4 inNormal;
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layout(location = 3) in vec3 inUV;
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layout(location = 4) in float inTextureID;
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out vec3 outPosition;
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out vec3 outColor;
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out vec4 outNormal;
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out vec3 outUV;
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out float outTextureID;
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out float outHasTexture;
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out Light outLights[MAX_LIGHTS];
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out float outTotalLights;
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out vec3 outFragPos;
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out vec3 outViewPos;
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out vec3 outCameraPos;
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out vec3 outInverseNormal;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform int hasTexture;
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uniform float totalLights;
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uniform Light lights[MAX_LIGHTS];
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uniform vec3 cameraPos;
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void main() {
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// projection * view * model * position
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outPosition = inPosition;
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outColor = inColor;
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outNormal= inNormal;
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outUV = inUV;
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outTextureID = inTextureID;
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outHasTexture = hasTexture;
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outLights = lights;
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outTotalLights = totalLights;
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outCameraPos = cameraPos;
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outInverseNormal = mat3(transpose(inverse(model))) * vec3(inNormal);
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outFragPos = vec3(model * vec4(inPosition, 1.0));
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gl_Position = projection * view * model * vec4(inPosition, 1.0);
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}
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