ConditionalRender.vs
#version 150 |
in vec3 attribPosition; |
in vec3 attribNormal; |
uniform float scale; |
uniform mat4 modelTransformMatrix; |
uniform mat4 cameraMatrix; |
uniform mat4 projectionMatrix; |
uniform vec4 color; |
flat out vec3 normal; |
out vec4 eyePos; |
out vec4 primaryColor; |
void main() { |
mat4 scaleMatrix = mat4(scale); |
scaleMatrix[3].w = 1.0; |
mat4 transform = cameraMatrix * modelTransformMatrix * scaleMatrix; |
mat3 normalTransform = mat3(transform[0].xyz, transform[1].xyz, transform[2].xyz); |
// normal |
normal = normalize(transform * vec4(attribNormal, 0.0)).xyz; |
// position |
eyePos = transform * vec4(attribPosition, 1.0); |
gl_Position = projectionMatrix * eyePos; |
// color |
primaryColor = color; |
} |
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