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simple.glsl
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60 lines (45 loc) · 1.14 KB
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-- xforms
uniform mat4 Projection;
uniform mat4 Modelview;
uniform mat3 NormalMatrix;
-- vert
in vec4 Position;
out vec4 vPosition;
void main()
{
vPosition = Position;
gl_Position = Projection * Modelview * Position;
}
-- geom
in vec4 vPosition[3];
out vec3 gNormal;
layout(triangles) in;
layout(triangle_strip, max_vertices = 18) out;
void main()
{
vec3 A = vPosition[0].xyz;
vec3 B = vPosition[1].xyz;
vec3 C = vPosition[2].xyz;
gNormal = NormalMatrix * normalize(cross(B - A, C - A));
gl_Position = Projection * Modelview * vPosition[0];
EmitVertex();
gl_Position = Projection * Modelview * vPosition[1];
EmitVertex();
gl_Position = Projection * Modelview * vPosition[2];
EmitVertex();
EndPrimitive();
}
-- frag
in vec3 gNormal;
out vec4 FragColor;
uniform vec3 LightPosition = vec3(0, 0, 1);
uniform vec3 AmbientMaterial = vec3(0.1, 0.1, 0.1);
uniform vec4 DiffuseMaterial = vec4(1);
void main()
{
vec3 N = normalize(gNormal);
vec3 L = LightPosition;
float df = dot(N, L);
vec3 color = AmbientMaterial + df * DiffuseMaterial.rgb;
FragColor = vec4(color, DiffuseMaterial.a);
}