Files
ResInsight/VisualizationModules/LibRender/glsl/vs_Standard.glsl
2012-05-18 09:45:23 +02:00

34 lines
932 B
GLSL

uniform mat4 cvfu_modelViewProjectionMatrix;
uniform mat4 cvfu_modelViewMatrix;
uniform mat3 cvfu_normalMatrix;
attribute vec4 cvfa_vertex;
attribute vec3 cvfa_normal;
attribute vec2 cvfa_texCoord;
varying vec3 v_ecPosition;
varying vec3 v_ecNormal;
varying vec2 v_texCoord;
//--------------------------------------------------------------------------------------------------
/// Vertex Shader - Standard
//--------------------------------------------------------------------------------------------------
void main ()
{
#ifdef CVF_CALC_SHADOW_COORD_IMPL
calcShadowCoord();
#endif
// Transforms vertex position and normal vector to eye space
v_ecPosition = (cvfu_modelViewMatrix * cvfa_vertex).xyz;
v_ecNormal = cvfu_normalMatrix * cvfa_normal;
v_texCoord = cvfa_texCoord;
#ifdef CVF_CALC_CLIP_DISTANCES_IMPL
calcClipDistances(vec4(v_ecPosition, 1));
#endif
gl_Position = cvfu_modelViewProjectionMatrix*cvfa_vertex;
}