doppler/resources/shaders/multiple_lights.vs

31 lines
677 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
#define PRECISION 0.01
#define MIN_DIST 20.0
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform vec3 viewPos;
uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoords = aTexCoords;
gl_Position = projection * view * vec4(FragPos, 1.0);
if(distance(viewPos, gl_Position.xyz) > MIN_DIST){
gl_Position.xyz = gl_Position.xyz - mod(gl_Position.xyz, PRECISION);
}
}