hitcircle3D.vsh 657 B

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  1. #version 110
  2. uniform float time;
  3. uniform mat4 modelMatrixInverseTransposed;
  4. varying vec3 vertex;
  5. varying vec3 vertexCam;
  6. varying vec3 normal;
  7. varying vec3 normalCam;
  8. mat3 mat4_to_mat3(mat4 m4)
  9. {
  10. return mat3(m4[0][0], m4[0][1], m4[0][2],
  11. m4[1][0], m4[1][1], m4[1][2],
  12. m4[2][0], m4[2][1], m4[2][2]);
  13. }
  14. void main()
  15. {
  16. gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
  17. gl_FrontColor = gl_Color;
  18. mat3 normalMatrix = mat4_to_mat3(modelMatrixInverseTransposed);
  19. normal = normalize(normalMatrix * gl_Normal);
  20. normalCam = normalize(gl_NormalMatrix * gl_Normal);
  21. vertex = vec3(gl_Vertex);
  22. vertexCam = vec3(gl_ModelViewMatrix * gl_Vertex);
  23. }