// // VSPL.txt is distributed under the FreeBSD License // // Copyright (c) 2012, Carlos Rafael Gimenes das Neves // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, this // list of conditions and the following disclaimer. // 2. Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND // ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED // WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR // ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES // (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND // ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS // SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // The views and conclusions contained in the software and documentation are those // of the authors and should not be interpreted as representing official policies, // either expressed or implied, of the FreeBSD Project. // // http://carlosrafaelgn.com.br/WebGL/VSPL.txt // uniform mat4 projectionMatrix, modelViewMatrix, normalMatrix; attribute vec4 attribPos; //0 attribute vec3 attribNormal; //1 attribute vec4 attribColor; //2 varying vec4 position; varying vec4 normal; varying vec4 color; void main() { //apenas envia os valores para o outro shader //cuidado que a posição final do vértice precisa ser calculada duas vezes, //uma sem considerar a matriz de projeção, para ser enviada ao outro shader, //e a outra, que será utilizada como saída, considerando a matriz de projeção //isso porque as coordenadas da posição da luz, passada para o outro shader, //estão no sistema de coordenadas da vista e não consideram a projeção da câmera position = modelViewMatrix * attribPos; gl_Position = projectionMatrix * position; normal = normalMatrix * attribNormal.xyzx; color = attribColor; }