2023-07-16 14:15:14 +08:00
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#version 310 es
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#ifdef USE_NORMAL_MAPPING
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#endif
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#ifdef USE_NORMAL_MAPPING
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#endif
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layout(location = 0) in vec4 a_position;
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layout(location = 1) in vec2 a_texCoord;
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layout(location = 2) in vec3 a_normal;
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#ifdef USE_NORMAL_MAPPING
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layout(location = 3) in vec3 a_tangent;
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layout(location = 4) in vec3 a_binormal;
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#endif
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layout(location = 0) out vec2 TextureCoordOut;
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#ifdef USE_NORMAL_MAPPING
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layout(location = 1) out vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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#endif
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layout(location = 2) out vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
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layout(location = 3) out vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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#ifdef USE_NORMAL_MAPPING
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layout(location = 4) out vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
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#endif
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#ifndef USE_NORMAL_MAPPING
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layout(location = 5) out vec3 v_normal;
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#endif
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2023-07-16 22:10:48 +08:00
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layout(std140) uniform vs_ub {
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2023-07-16 14:15:14 +08:00
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#ifdef USE_NORMAL_MAPPING
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vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
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vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
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#endif
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vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
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vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
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mat4 u_MVPMatrix;
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mat4 u_MVMatrix;
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mat4 u_PMatrix;
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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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vec4 ePosition = u_MVMatrix * a_position;
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#ifdef USE_NORMAL_MAPPING
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vec3 eTangent = normalize(u_NormalMatrix * a_tangent);
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vec3 eBinormal = normalize(u_NormalMatrix * a_binormal);
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vec3 eNormal = normalize(u_NormalMatrix * a_normal);
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for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
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{
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v_dirLightDirection[i].x = dot(eTangent, u_DirLightSourceDirection[i]);
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v_dirLightDirection[i].y = dot(eBinormal, u_DirLightSourceDirection[i]);
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v_dirLightDirection[i].z = dot(eNormal, u_DirLightSourceDirection[i]);
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}
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for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
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{
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vec3 pointLightDir = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
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v_vertexToPointLightDirection[i].x = dot(eTangent, pointLightDir);
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v_vertexToPointLightDirection[i].y = dot(eBinormal, pointLightDir);
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v_vertexToPointLightDirection[i].z = dot(eNormal, pointLightDir);
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}
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for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
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{
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vec3 spotLightDir = u_SpotLightSourcePosition[i] - ePosition.xyz;
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v_vertexToSpotLightDirection[i].x = dot(eTangent, spotLightDir);
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v_vertexToSpotLightDirection[i].y = dot(eBinormal, spotLightDir);
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v_vertexToSpotLightDirection[i].z = dot(eNormal, spotLightDir);
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v_spotLightDirection[i].x = dot(eTangent, u_SpotLightSourceDirection[i]);
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v_spotLightDirection[i].y = dot(eBinormal, u_SpotLightSourceDirection[i]);
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v_spotLightDirection[i].z = dot(eNormal, u_SpotLightSourceDirection[i]);
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}
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#else
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for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
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{
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v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
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}
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for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
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{
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v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
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}
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v_normal = u_NormalMatrix * a_normal;
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#endif
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TextureCoordOut = a_texCoord;
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TextureCoordOut.y = 1.0 - TextureCoordOut.y;
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gl_Position = u_PMatrix * ePosition;
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}
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