2023-07-22 23:59:17 +08:00
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#version 310 es
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2023-07-25 19:06:12 +08:00
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layout(location = POSITION) in vec4 a_position;
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layout(location = NORMAL) in vec3 a_normal;
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2023-07-22 23:59:17 +08:00
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2023-07-25 19:06:12 +08:00
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layout(location = TEXCOORD0) out vec3 v_reflect;
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2023-07-22 23:59:17 +08:00
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//uniforms
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layout(std140, binding = 0) uniform vs_ub {
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mat4 u_MVPMatrix;
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mat4 u_MVMatrix;
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mat3 u_NormalMatrix;
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};
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void main(void)
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{
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gl_Position = u_MVPMatrix * a_position;
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// compute reflect
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vec4 positionWorldViewSpace = u_MVMatrix * a_position;
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vec3 vEyeVertex = normalize(positionWorldViewSpace.xyz);
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vec3 v_normalVector = u_NormalMatrix * a_normal;
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v_reflect = normalize(reflect(-vEyeVertex, v_normalVector));
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}
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