2014-05-29 23:31:36 +02:00

34 lines
1.1 KiB
GLSL

#version 140
in uvec4 position; // This will be the position of the vertex in model-space
in uint normal;
// The usual matrices are provided
uniform mat4 cameraToClipMatrix;
uniform mat4 worldToCameraMatrix;
uniform mat4 modelToWorldMatrix;
// This will be used by the fragment shader to calculate flat-shaded normals. This is an unconventional approach
// but we use it in this example framework because not all surface extractor generate surface normals.
out vec4 worldPosition;
out vec4 worldNormal;
void main()
{
vec4 decodedPosition = position;
decodedPosition.xyz = decodedPosition.xyz * (1.0 / 256.0);
uint encodedX = (normal >> 10u) & 0x1Fu;
uint encodedY = (normal >> 5u) & 0x1Fu;
uint encodedZ = (normal) & 0x1Fu;
worldNormal.xyz = vec3(encodedX, encodedY, encodedZ);
worldNormal.xyz = worldNormal.xyz / 15.5;
worldNormal.xyz = worldNormal.xyz - vec3(1.0, 1.0, 1.0);
worldNormal.w = 1.0;
// Standard sequence of OpenGL transformations.
worldPosition = modelToWorldMatrix * decodedPosition;
vec4 cameraPosition = worldToCameraMatrix * worldPosition;
gl_Position = cameraToClipMatrix * cameraPosition;
}