s473632-grafika/grk2/cw 7/shaders/shader_5_1_tex.vert
2024-02-08 21:52:41 +01:00

33 lines
916 B
GLSL

#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
uniform sampler2D colorTexture;
uniform float height;
out vec3 vecNormal;
out vec3 worldPos;
out vec2 vecTex;
void main()
{
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
vecTex = vertexTexCoord;
vecTex.y = 1.0 - vecTex.y;
vec4 filters = texture2D(colorTexture, vecTex);
float offsetr = filters.r;
float offsetg = filters.g;
float offsetb = filters.b;
float offset = (offsetr+offsetg+offsetb)/20*height;
vec3 inc = vec3(offset, offset, offset);
vec3 inc2 = inc * vertexNormal;
gl_Position = transformation * vec4(vertexPosition + inc2, 1.0);
}