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- // Created on: 2013-10-10
- // Created by: Denis BOGOLEPOV
- // Copyright (c) 2013-2014 OPEN CASCADE SAS
- //
- // This file is part of Open CASCADE Technology software library.
- //
- // This library is free software; you can redistribute it and/or modify it under
- // the terms of the GNU Lesser General Public License version 2.1 as published
- // by the Free Software Foundation, with special exception defined in the file
- // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
- // distribution for complete text of the license and disclaimer of any warranty.
- //
- // Alternatively, this file may be used under the terms of Open CASCADE
- // commercial license or contractual agreement.
- varying vec3 View; //!< Direction to the viewer
- varying vec3 Normal; //!< Vertex normal in view space
- varying vec4 Position; //!< Vertex position in view space
- varying vec4 PositionWorld; //!< Vertex position in world space
- //! Computes the normal in view space
- vec3 TransformNormal (in vec3 theNormal)
- {
- vec4 aResult = occWorldViewMatrixInverseTranspose
- * occModelWorldMatrixInverseTranspose
- * vec4 (theNormal, 0.0);
- return normalize (aResult.xyz);
- }
- //! Entry point to the Vertex Shader
- void main()
- {
- PositionWorld = occModelWorldMatrix * occVertex;
- Position = occWorldViewMatrix * PositionWorld;
- Normal = TransformNormal (occNormal);
- // Note: The specified view vector is absolutely correct only for the orthogonal projection.
- // For perspective projection it will be approximate, but it is in good agreement with the OpenGL calculations.
- View = vec3 (0.0, 0.0, 1.0);
- // Do fixed functionality vertex transform
- gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;
- }
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