PhongShading.vs 1.8 KB

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  1. // Created on: 2013-10-10
  2. // Created by: Denis BOGOLEPOV
  3. // Copyright (c) 2013-2014 OPEN CASCADE SAS
  4. //
  5. // This file is part of Open CASCADE Technology software library.
  6. //
  7. // This library is free software; you can redistribute it and/or modify it under
  8. // the terms of the GNU Lesser General Public License version 2.1 as published
  9. // by the Free Software Foundation, with special exception defined in the file
  10. // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
  11. // distribution for complete text of the license and disclaimer of any warranty.
  12. //
  13. // Alternatively, this file may be used under the terms of Open CASCADE
  14. // commercial license or contractual agreement.
  15. varying vec3 View; //!< Direction to the viewer
  16. varying vec3 Normal; //!< Vertex normal in view space
  17. varying vec4 Position; //!< Vertex position in view space
  18. varying vec4 PositionWorld; //!< Vertex position in world space
  19. //! Computes the normal in view space
  20. vec3 TransformNormal (in vec3 theNormal)
  21. {
  22. vec4 aResult = occWorldViewMatrixInverseTranspose
  23. * occModelWorldMatrixInverseTranspose
  24. * vec4 (theNormal, 0.0);
  25. return normalize (aResult.xyz);
  26. }
  27. //! Entry point to the Vertex Shader
  28. void main()
  29. {
  30. PositionWorld = occModelWorldMatrix * occVertex;
  31. Position = occWorldViewMatrix * PositionWorld;
  32. Normal = TransformNormal (occNormal);
  33. // Note: The specified view vector is absolutely correct only for the orthogonal projection.
  34. // For perspective projection it will be approximate, but it is in good agreement with the OpenGL calculations.
  35. View = vec3 (0.0, 0.0, 1.0);
  36. // Do fixed functionality vertex transform
  37. gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;
  38. }