2022-01-02 01:26:44 +01:00
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#version 430 compatibility
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2022-01-01 12:21:15 +01:00
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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2021-12-30 12:14:47 +01:00
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2022-01-01 12:21:15 +01:00
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out vec3 interpNormal;
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out vec3 fragPos;
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2022-01-02 01:26:44 +01:00
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out vec3 TexCoords;
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2022-01-02 02:22:53 +01:00
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out vec3 incident;
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out float v_fresnel;
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2021-12-30 12:14:47 +01:00
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2022-01-10 21:14:14 +01:00
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uniform vec3 viewPos;
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2022-01-01 12:21:15 +01:00
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uniform mat4 modelMatrix;
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uniform mat4 modelViewProjectionMatrix;
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2022-01-10 21:14:14 +01:00
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2022-01-02 01:26:44 +01:00
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layout (binding = 0) uniform samplerCube tex_map;
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2022-01-10 21:14:14 +01:00
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2021-12-30 12:14:47 +01:00
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void main()
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{
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2022-01-02 02:22:53 +01:00
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vec4 vertex = modelMatrix * vec4( vertexPosition, 1.0 );
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vec4 camera = vec4( viewPos, 1.0 );
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incident = normalize( vec3( vertex - camera ) );
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2022-01-02 01:26:44 +01:00
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interpNormal = mat3(transpose(inverse(modelMatrix))) * vertexNormal;
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fragPos = (modelMatrix * vec4(vertexPosition, 1.0)).xyz;
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2022-01-01 12:35:51 +01:00
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gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
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2022-01-01 12:21:15 +01:00
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}
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