mirror of https://github.com/axmolengine/axmol.git
67 lines
1.8 KiB
GLSL
67 lines
1.8 KiB
GLSL
#version 310 es
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#include "base.glsl"
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#define MAX_POINT_LIGHT_NUM 1
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#define MAX_SPOT_LIGHT_NUM 1
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#define MAX_DIRECTIONAL_LIGHT_NUM 1
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#if (MAX_POINT_LIGHT_NUM > 0)
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#endif
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#if (MAX_SPOT_LIGHT_NUM > 0)
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#endif
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layout(location = POSITION) in vec4 a_position;
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layout(location = TEXCOORD0) in vec2 a_texCoord;
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layout(location = NORMAL) in vec3 a_normal;
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layout(location = TEXCOORD0) out vec2 v_texCoord;
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#if MAX_POINT_LIGHT_NUM
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layout(location = POINTLIGHT) out vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
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#endif
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#if MAX_SPOT_LIGHT_NUM
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layout(location = SPOTLIGHT) out vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
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#endif
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#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
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layout(location = NORMAL) out vec3 v_normal;
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#endif
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layout(std140) uniform vs_ub {
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#if (MAX_POINT_LIGHT_NUM > 0)
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vvec3_def(u_PointLightSourcePosition, MAX_POINT_LIGHT_NUM);
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#endif
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#if (MAX_SPOT_LIGHT_NUM > 0)
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vvec3_def(u_SpotLightSourcePosition, MAX_SPOT_LIGHT_NUM);
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#endif
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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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#if (MAX_POINT_LIGHT_NUM > 0)
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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] = vvec3_at(u_PointLightSourcePosition, i) - ePosition.xyz;
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}
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#endif
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#if (MAX_SPOT_LIGHT_NUM > 0)
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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] = vvec3_at(u_SpotLightSourcePosition, i) - ePosition.xyz;
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}
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#endif
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#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
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v_normal = u_NormalMatrix * a_normal;
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#endif
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v_texCoord = a_texCoord;
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v_texCoord.y = 1.0 - v_texCoord.y;
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gl_Position = u_PMatrix * ePosition;
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}
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