61 lines
1.6 KiB
GLSL
61 lines
1.6 KiB
GLSL
#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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const int FaceRight = 0;
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const int FaceTop = 1;
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const int FaceBack = 2;
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const int FaceLeft = 3;
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const int FaceBottom = 4;
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const int FaceFront = 5;
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const int FaceNone = 6;
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const int SurfaceSmooth = 0;
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const int SurfaceGlue = 1;
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const int SurfaceWeld = 2;
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const int SurfaceStuds = 3;
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const int SurfaceInlets = 4;
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const int SurfaceUniversal = 5;
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out vec3 vPos;
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out vec3 lPos;
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out vec3 vNormal;
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out vec3 lNormal;
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out vec2 vTexCoords;
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flat out int vSurfaceZ;
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uniform mat4 model;
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uniform mat3 normalMatrix;
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uniform mat4 view;
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uniform mat4 projection;
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uniform int surfaces[6];
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uniform vec3 texScale;
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const float faceThreshold = sqrt(2)/2;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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vPos = vec3(model * vec4(aPos, 1.0));
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lPos = aPos;
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vNormal = normalMatrix * aNormal;
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lNormal = aNormal;
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int vFace = FaceNone;
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if (dot(vec3(0, 1, 0), aNormal) > faceThreshold)
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vFace = FaceTop;
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else if (dot(vec3(0, -1, 0), aNormal) > faceThreshold)
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vFace = FaceBottom;
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else if (dot(vec3(1, 0, 0), aNormal) > faceThreshold)
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vFace = FaceRight;
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else if (dot(vec3(-1, 0, 0), aNormal) > faceThreshold)
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vFace = FaceLeft;
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else if (dot(vec3(0, 0, -1), aNormal) > faceThreshold)
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vFace = FaceFront;
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else if (dot(vec3(0, 0, 1), aNormal) > faceThreshold)
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vFace = FaceBack;
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vSurfaceZ = surfaces[vFace];
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if (surfaces[vFace] > SurfaceUniversal) vSurfaceZ = 0;
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}
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