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Apr 17th, 2018
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  1. // ---------------------------------------------------------------------------
  2.  
  3. << VERT cuberender.vert >>
  4. #version 150
  5.  
  6. in vec3 va_normal;
  7. in vec4 va_vertex;
  8.  
  9. uniform vec4 material_color;
  10. uniform mat4 modelViewProjectionMatrix;
  11. out vec3 normal, worldPos;
  12. out vec4 color;
  13.  
  14. void main(void) {
  15.     normal = va_normal; // worldspace(gl_NormalMatrix * va_normal).xyz;
  16.     color = material_color;
  17.     worldPos = va_vertex.xyz; // TODO: *matrix
  18.     gl_Position = modelViewProjectionMatrix * va_vertex; // gl_ModelViewProjectionMatrix * va_vertex;
  19. }
  20.  
  21. // ---------------------------------------------------------------------------
  22.  
  23. << FRAG cuberender.frag >>
  24. #version 150
  25.  
  26. in vec3 normal, worldPos;
  27. in vec4 color;
  28.  
  29. out vec4 out_color;
  30. out vec3 out_normal, out_pos;
  31.  
  32. void main(void) {
  33.     out_color = color;
  34.     out_normal = vec3(normalize(normal.xyz)*0.5+vec3(0.5,0.5,0.5));
  35.     out_pos = worldPos;
  36. }
  37.  
  38. // ---------------------------------------------------------------------------
  39.  
  40. << SHADER cuberender >>
  41. vert cuberender.vert
  42. frag cuberender.frag
  43.  
  44. // ---------------------------------------------------------------------------
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