bfe48528a2
Only keep ambient and diffuse ate the current time
38 lines
739 B
GLSL
38 lines
739 B
GLSL
#version 330
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// uniforms
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uniform mat4 modelMatrix;
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uniform mat4 modelViewMatrix;
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uniform mat4 normalMatrix;
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uniform mat4 modelViewProjectionMatrix;
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uniform int instanceId;
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uniform int pointSize;
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// in
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in vec3 vertexPosition;
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in vec3 vertexNormal;
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in vec2 vertexTexCoord;
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// out
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out vec3 esVertex;
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out vec3 esNormal;
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//out vec2 texCoord0;
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void main()
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{
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if (pointSize !=0)
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{
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gl_PointSize = pointSize;
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esVertex = vec3(modelViewMatrix * vec4(vertexPosition, 1.0));
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esNormal = vec3(normalMatrix * vec4(0, 0, 1, 1.0));
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}
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else
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{
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esVertex = vec3(modelViewMatrix * vec4(vertexPosition, 1.0));
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esNormal = vec3(normalMatrix * vec4(vertexNormal, 1.0));
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}
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gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
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}
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