mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-25 10:10:32 +01:00
8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
35 lines
1.1 KiB
GLSL
35 lines
1.1 KiB
GLSL
// Part of the Irrlicht Engine Shader example.
|
|
// Simple GLSL vertex shader
|
|
// Please note that these example shaders don't do anything really useful.
|
|
// They only demonstrate that shaders can be used in Irrlicht.
|
|
|
|
|
|
uniform mat4 mWorldViewProj;
|
|
uniform mat4 mInvWorld;
|
|
uniform mat4 mTransWorld;
|
|
uniform vec3 mLightPos; // actually just camera-pos in this case
|
|
uniform vec4 mLightColor;
|
|
|
|
void main(void)
|
|
{
|
|
gl_Position = mWorldViewProj * gl_Vertex;
|
|
|
|
// transform normal somehow (NOTE: for the real vertex normal you would use an inverse-transpose world matrix instead of mInvWorld)
|
|
vec4 normal = vec4(gl_Normal, 0.0);
|
|
normal = mInvWorld * normal;
|
|
normal = normalize(normal);
|
|
|
|
// (NOTE: not sure why transposed world is used instead of world?)
|
|
vec4 worldpos = gl_Vertex * mTransWorld;
|
|
|
|
vec4 lightVector = worldpos - vec4(mLightPos,1.0);
|
|
lightVector = normalize(lightVector);
|
|
|
|
float tmp2 = dot(-lightVector, normal);
|
|
|
|
vec4 tmp = mLightColor * tmp2;
|
|
gl_FrontColor = gl_BackColor = vec4(tmp.x, tmp.y, tmp.z, 0.0);
|
|
|
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
}
|