axmol/core/renderer/shaders/positionNormalTexture.vert

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GLSL
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#version 310 es
#include "base.glsl"
#ifdef USE_NORMAL_MAPPING
#endif
#ifdef USE_NORMAL_MAPPING
#endif
layout(location = POSITION) in vec4 a_position;
layout(location = TEXCOORD0) in vec2 a_texCoord;
layout(location = NORMAL) in vec3 a_normal;
#ifdef USE_NORMAL_MAPPING
layout(location = TANGENT) in vec3 a_tangent;
layout(location = BINORMAL) in vec3 a_binormal;
#endif
layout(location = TEXCOORD0) out vec2 v_texCoord;
#ifdef USE_NORMAL_MAPPING
layout(location = DIRLIGHT) out vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
#endif
layout(location = POINTLIGHT) out vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
layout(location = SPOTLIGHT) out vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
#ifdef USE_NORMAL_MAPPING
layout(location = SPOTLIGHT_NORM) out vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
#endif
#ifndef USE_NORMAL_MAPPING
layout(location = NORMAL) out vec3 v_normal;
#endif
layout(std140) uniform vs_ub {
#ifdef USE_NORMAL_MAPPING
vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
#endif
vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
mat4 u_MVPMatrix;
mat4 u_MVMatrix;
mat4 u_PMatrix;
mat3 u_NormalMatrix;
};
void main(void)
{
vec4 ePosition = u_MVMatrix * a_position;
#ifdef USE_NORMAL_MAPPING
vec3 eTangent = normalize(u_NormalMatrix * a_tangent);
vec3 eBinormal = normalize(u_NormalMatrix * a_binormal);
vec3 eNormal = normalize(u_NormalMatrix * a_normal);
for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
{
v_dirLightDirection[i].x = dot(eTangent, u_DirLightSourceDirection[i]);
v_dirLightDirection[i].y = dot(eBinormal, u_DirLightSourceDirection[i]);
v_dirLightDirection[i].z = dot(eNormal, u_DirLightSourceDirection[i]);
}
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
{
vec3 pointLightDir = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
v_vertexToPointLightDirection[i].x = dot(eTangent, pointLightDir);
v_vertexToPointLightDirection[i].y = dot(eBinormal, pointLightDir);
v_vertexToPointLightDirection[i].z = dot(eNormal, pointLightDir);
}
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
{
vec3 spotLightDir = u_SpotLightSourcePosition[i] - ePosition.xyz;
v_vertexToSpotLightDirection[i].x = dot(eTangent, spotLightDir);
v_vertexToSpotLightDirection[i].y = dot(eBinormal, spotLightDir);
v_vertexToSpotLightDirection[i].z = dot(eNormal, spotLightDir);
v_spotLightDirection[i].x = dot(eTangent, u_SpotLightSourceDirection[i]);
v_spotLightDirection[i].y = dot(eBinormal, u_SpotLightSourceDirection[i]);
v_spotLightDirection[i].z = dot(eNormal, u_SpotLightSourceDirection[i]);
}
#else
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
{
v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
}
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
{
v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
}
v_normal = u_NormalMatrix * a_normal;
#endif
v_texCoord = a_texCoord;
v_texCoord.y = 1.0 - v_texCoord.y;
gl_Position = u_PMatrix * ePosition;
}