GLEssentials/Data/Shaders/reflect.vsh
/* |
File: reflect.vsh |
Abstract: The vertex shader for reflection rendering. |
Version: 1.8 |
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*/ |
#ifdef GL_ES |
precision highp float; |
#endif |
uniform mat4 modelViewMatrix; |
uniform mat4 modelViewProjectionMatrix; |
uniform mat3 normalMatrix; |
// Declare inputs and outputs |
// inPosition : Position attribute from the VAO/VBOs |
// inNormal : Normal attribute from the VAO/VBOs |
// varNormal : Normalized normal value passed to the rasterizer and used |
// to compute the reflection texture coordinates the fragment shader |
// verEyeDir : Direction of the eye is facing which we derive from the modelview |
// matrix. This is passed to the rasterizer and used to compute |
// the reflection texture coordinate in the fragment shader |
// gl_Position : Implicitly declared in all vertex shaders. The clip space |
// position passed to rasterizer used to build the triangles |
#if __VERSION__ >= 140 |
in vec3 inNormal; |
in vec4 inPosition; |
out vec3 varNormal; |
out vec3 varEyeDir; |
#else |
attribute vec3 inNormal; |
attribute vec4 inPosition; |
varying vec3 varNormal; |
varying vec3 varEyeDir; |
#endif |
void main (void) |
{ |
gl_Position = modelViewProjectionMatrix * inPosition; |
vec4 eyePos = modelViewMatrix * inPosition; |
varNormal = normalize(normalMatrix * inNormal); |
varEyeDir = eyePos.xyz; |
} |
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