Added functions to perform 'octahedral' encoding and decoding of normals.
See http://jcgt.org/published/0003/02/01/paper-lowres.pdf
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#version 140
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in vec4 position; // This will be the position of the vertex in model-space
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// The usual matrices are provided
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uniform mat4 cameraToClipMatrix;
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uniform mat4 worldToCameraMatrix;
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uniform mat4 modelToWorldMatrix;
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// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach
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// but we use it in this example framework because not all surface extractor generate surface normals.
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out vec4 worldPosition;
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void main()
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{
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// Standard sequence of OpenGL transformations.
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worldPosition = modelToWorldMatrix * position;
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vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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gl_Position = cameraToClipMatrix * cameraPosition;
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}
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#version 140
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in vec4 position; // This will be the position of the vertex in model-space
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in vec3 normal;
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// The usual matrices are provided
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uniform mat4 cameraToClipMatrix;
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uniform mat4 worldToCameraMatrix;
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uniform mat4 modelToWorldMatrix;
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// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach
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// but we use it in this example framework because not all surface extractor generate surface normals.
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out vec4 worldPosition;
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out vec3 worldNormal;
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void main()
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{
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// Standard sequence of OpenGL transformations.
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worldPosition = modelToWorldMatrix * position;
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vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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worldNormal = normal;
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gl_Position = cameraToClipMatrix * cameraPosition;
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}
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