axmol/core/renderer/shaders/positionNormalTexture.vert

97 lines
3.4 KiB
GLSL

#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
vvec3_def(u_DirLightSourceDirection, MAX_DIRECTIONAL_LIGHT_NUM);
vvec3_def(u_SpotLightSourceDirection, MAX_SPOT_LIGHT_NUM);
#endif
vvec3_def(u_PointLightSourcePosition, MAX_POINT_LIGHT_NUM);
vvec3_def(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, vvec3_at(u_DirLightSourceDirection, i));
v_dirLightDirection[i].y = dot(eBinormal, vvec3_at(u_DirLightSourceDirection, i));
v_dirLightDirection[i].z = dot(eNormal, vvec3_at(u_DirLightSourceDirection, i));
}
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
{
vec3 pointLightDir = vvec3_at(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 = vvec3_at(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, vvec3_at(u_SpotLightSourceDirection, i));
v_spotLightDirection[i].y = dot(eBinormal, vvec3_at(u_SpotLightSourceDirection, i));
v_spotLightDirection[i].z = dot(eNormal, vvec3_at(u_SpotLightSourceDirection, i));
}
#else
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
{
v_vertexToPointLightDirection[i] = vvec3_at(u_PointLightSourcePosition, i).xyz - ePosition.xyz;
}
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
{
v_vertexToSpotLightDirection[i] = vvec3_at(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;
}