#version 310 es #include "base.glsl" #define MAX_POINT_LIGHT_NUM 1 #define MAX_SPOT_LIGHT_NUM 1 #define MAX_DIRECTIONAL_LIGHT_NUM 1 #if (MAX_POINT_LIGHT_NUM > 0) #endif #if (MAX_SPOT_LIGHT_NUM > 0) #endif layout(location = POSITION) in vec4 a_position; layout(location = TEXCOORD0) in vec2 a_texCoord; layout(location = NORMAL) in vec3 a_normal; layout(location = TEXCOORD0) out vec2 v_texCoord; #if MAX_POINT_LIGHT_NUM layout(location = POINTLIGHT) out vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM]; #endif #if MAX_SPOT_LIGHT_NUM layout(location = SPOTLIGHT) out vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM]; #endif #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) layout(location = NORMAL) out vec3 v_normal; #endif layout(std140, binding = 0) uniform vs_ub { #if (MAX_POINT_LIGHT_NUM > 0) vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM]; #endif #if (MAX_SPOT_LIGHT_NUM > 0) vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM]; #endif mat4 u_MVMatrix; mat4 u_PMatrix; mat3 u_NormalMatrix; }; void main(void) { vec4 ePosition = u_MVMatrix * a_position; #if (MAX_POINT_LIGHT_NUM > 0) for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i) { v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz - ePosition.xyz; } #endif #if (MAX_SPOT_LIGHT_NUM > 0) for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i) { v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz; } #endif #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) v_normal = u_NormalMatrix * a_normal; #endif v_texCoord = a_texCoord; v_texCoord.y = 1.0 - v_texCoord.y; gl_Position = u_PMatrix * ePosition; }