46 lines
1.2 KiB
GLSL
46 lines
1.2 KiB
GLSL
#version 330
|
|
|
|
// Input vertex attributes
|
|
in vec3 vertexPosition;
|
|
in vec2 vertexTexCoord;
|
|
in vec3 vertexNormal;
|
|
in vec4 vertexColor;
|
|
|
|
// Input uniform values
|
|
uniform mat4 mvp;
|
|
uniform mat4 matModel;
|
|
|
|
uniform sampler2D texture0;
|
|
|
|
// Output vertex attributes (to fragment shader)
|
|
out vec2 fragTexCoord;
|
|
out vec4 fragColor;
|
|
|
|
// NOTE: Add your custom variables here
|
|
out vec3 worldPosition;
|
|
out vec3 worldNormal;
|
|
|
|
void main()
|
|
{
|
|
// Send vertex attributes to fragment shader
|
|
fragTexCoord = vertexTexCoord;
|
|
fragColor = vertexColor;
|
|
|
|
float l = textureOffset(texture0, vertexTexCoord, ivec2(-1, 0)).x;
|
|
float r = textureOffset(texture0, vertexTexCoord, ivec2(1, 0)).x;
|
|
float u = textureOffset(texture0, vertexTexCoord, ivec2(0, -1)).x;
|
|
float d = textureOffset(texture0, vertexTexCoord, ivec2(0, 1)).x;
|
|
|
|
vec3 lr = normalize(vec3(1, 0, r - l));
|
|
vec3 ud = normalize(vec3(0, 1, u - d));
|
|
|
|
vec3 normal = normalize(cross(lr, ud));
|
|
|
|
vec3 localPos = vertexPosition + vec3(0, texture2D(texture0, vertexTexCoord).x * 0.1, 0);
|
|
|
|
// Calculate final vertex position
|
|
gl_Position = mvp*vec4(localPos, 1.0);
|
|
worldPosition = (matModel * vec4(localPos, 1.0)).xyz;
|
|
worldNormal = mat3(matModel) * normal;
|
|
}
|