dragonblocks_alpha/shaders/3d/entity/vertex.glsl

26 lines
687 B
GLSL
Executable File

layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
out vec3 fragmentPosition;
out vec3 fragmentTextureCoordinates;
out float fragmentLight;
uniform mat4 model;
uniform mat4 VP;
uniform float daylight;
uniform float ambientLight;
uniform vec3 lightDir;
void main()
{
vec4 worldSpace = model * vec4(vertexPosition, 1.0);
gl_Position = VP * worldSpace;
fragmentPosition = worldSpace.xyz;
fragmentTextureCoordinates = vertexPosition;
mat3 normalMatrix = transpose(inverse(mat3(model)));
vec3 normal = normalize(normalMatrix * vertexNormal);
fragmentLight = ambientLight + 0.3 * daylight * clamp(dot(normal, normalize(lightDir)), 0.0, 1.0);
}