2018-11-25 17:44:32 +00:00
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precision mediump float;
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attribute vec3 aVertexPosition;
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attribute vec3 aNormal;
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attribute vec2 aTexCoords;
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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2019-12-31 19:36:25 +00:00
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uniform vec3 lightPosition[5];
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2018-11-25 17:44:32 +00:00
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varying vec2 uv;
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2019-12-31 19:36:25 +00:00
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varying vec3 toLightVector[5];
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2018-11-25 17:44:32 +00:00
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varying vec3 surfaceNormal;
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varying vec3 toCameraVector;
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mat4 inverse(mat4 m) {
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float
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a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],
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a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],
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a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],
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a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],
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b00 = a00 * a11 - a01 * a10,
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b01 = a00 * a12 - a02 * a10,
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b02 = a00 * a13 - a03 * a10,
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b03 = a01 * a12 - a02 * a11,
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b04 = a01 * a13 - a03 * a11,
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b05 = a02 * a13 - a03 * a12,
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b06 = a20 * a31 - a21 * a30,
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b07 = a20 * a32 - a22 * a30,
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b08 = a20 * a33 - a23 * a30,
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b09 = a21 * a32 - a22 * a31,
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b10 = a21 * a33 - a23 * a31,
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b11 = a22 * a33 - a23 * a32,
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det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
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return mat4(
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a11 * b11 - a12 * b10 + a13 * b09,
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a02 * b10 - a01 * b11 - a03 * b09,
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a31 * b05 - a32 * b04 + a33 * b03,
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a22 * b04 - a21 * b05 - a23 * b03,
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a12 * b08 - a10 * b11 - a13 * b07,
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a00 * b11 - a02 * b08 + a03 * b07,
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a32 * b02 - a30 * b05 - a33 * b01,
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a20 * b05 - a22 * b02 + a23 * b01,
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a10 * b10 - a11 * b08 + a13 * b06,
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a01 * b08 - a00 * b10 - a03 * b06,
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a30 * b04 - a31 * b02 + a33 * b00,
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a21 * b02 - a20 * b04 - a23 * b00,
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a11 * b07 - a10 * b09 - a12 * b06,
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a00 * b09 - a01 * b07 + a02 * b06,
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a31 * b01 - a30 * b03 - a32 * b00,
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a20 * b03 - a21 * b01 + a22 * b00) / det;
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}
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void main() {
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vec4 worldPosition = uModelMatrix * vec4(aVertexPosition, 1.0);
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gl_Position = uProjectionMatrix * uViewMatrix * worldPosition;
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uv = aTexCoords;
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surfaceNormal = (uModelMatrix * vec4(aNormal,0.0)).xyz;
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2019-12-31 19:36:25 +00:00
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for(int i=0;i<5;i++){
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2018-11-25 17:44:32 +00:00
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toLightVector[i] = lightPosition[i] - worldPosition.xyz;
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}
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toCameraVector = (inverse(uViewMatrix) * vec4(0.0,0.0,0.0,1.0)).xyz - worldPosition.xyz;
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}
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