Update gbuffer.vs for GLES3

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MikiZX1 2025-01-18 15:50:45 +01:00 committed by GitHub
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commit 2f70fd998d
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@ -1,52 +1,23 @@
#version 100 #version 300 es
// Input vertex attributes precision highp float;
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord; in vec3 vertexPosition;
attribute vec3 vertexNormal; in vec2 vertexTexCoord;
attribute vec4 vertexColor; in vec3 vertexNormal;
in vec4 vertexColor;
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec3 fragNormal;
out vec4 fragColor;
// Input uniform values
uniform mat4 matModel; uniform mat4 matModel;
uniform mat4 matView; uniform mat4 matView;
uniform mat4 matProjection; uniform mat4 matProjection;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal;
varying vec4 fragColor;
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)
{
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22*a11 - a12*a21;
float b11 = -a22*a10 + a12*a20;
float b21 = a21*a10 - a11*a20;
float det = a00*b01 + a01*b11 + a02*b21;
return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
}
// https://github.com/glslify/glsl-transpose
mat3 transpose(mat3 m)
{
return mat3(m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}
void main() void main()
{ {
// Calculate vertex attributes for fragment shader
vec4 worldPos = matModel * vec4(vertexPosition, 1.0); vec4 worldPos = matModel * vec4(vertexPosition, 1.0);
fragPosition = worldPos.xyz; fragPosition = worldPos.xyz;
fragTexCoord = vertexTexCoord; fragTexCoord = vertexTexCoord;
@ -55,6 +26,5 @@ void main()
mat3 normalMatrix = transpose(inverse(mat3(matModel))); mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalMatrix * vertexNormal; fragNormal = normalMatrix * vertexNormal;
// Calculate final vertex position
gl_Position = matProjection * matView * worldPos; gl_Position = matProjection * matView * worldPos;
} }