34 lines
1.1 KiB
GLSL
34 lines
1.1 KiB
GLSL
#version 140
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in uvec4 position; // This will be the position of the vertex in model-space
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in uint 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 vec4 worldNormal;
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void main()
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{
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vec4 decodedPosition = position;
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decodedPosition.xyz = decodedPosition.xyz * (1.0 / 256.0);
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uint encodedX = (normal >> 10u) & 0x1Fu;
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uint encodedY = (normal >> 5u) & 0x1Fu;
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uint encodedZ = (normal) & 0x1Fu;
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worldNormal.xyz = vec3(encodedX, encodedY, encodedZ);
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worldNormal.xyz = worldNormal.xyz / 15.5;
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worldNormal.xyz = worldNormal.xyz - vec3(1.0, 1.0, 1.0);
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worldNormal.w = 1.0;
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// Standard sequence of OpenGL transformations.
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worldPosition = modelToWorldMatrix * decodedPosition;
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vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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gl_Position = cameraToClipMatrix * cameraPosition;
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}
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