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41 lines
1.1 KiB
GLSL
41 lines
1.1 KiB
GLSL
#version 150
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec4 position_in;
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layout(location = 1) in vec3 normal_in;
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layout(location = 2) in vec3 diffuse_in;
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layout(location = 3) in vec4 transform_in;
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layout(location = 0) out vec4 colour_out;
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uniform gear_block
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{
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uniform mat4 mvp_matrix;
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uniform mat3 normal_matrix;
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} gear;
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void main()
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{
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const vec3 l_pos = vec3(5.0, 5.0, 10.0);
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vec3 dir, normal;
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vec4 position;
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float att;
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position.x = transform_in.x * position_in.x - transform_in.y * position_in.y + transform_in.z;
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position.y = transform_in.x * position_in.y + transform_in.y * position_in.x + transform_in.w;
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position.zw = position_in.zw;
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gl_Position = gear.mvp_matrix * position;
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dir = normalize(l_pos - gl_Position.xyz / gl_Position.w);
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normal.x = transform_in.x * normal_in.x - transform_in.y * normal_in.y;
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normal.y = transform_in.x * normal_in.y + transform_in.y * normal_in.x;
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normal.z = normal_in.z;
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att = 0.2 + dot(dir, normalize(gear.normal_matrix * normal));
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colour_out.xyz = diffuse_in.xyz * att;
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colour_out.w = 1.0;
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gl_Position.y = -gl_Position.y;
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}
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