layout (location = 0) in vec3 vertex_position; layout (location = 0) uniform mat4 mvp_matrix; layout (location = 2) uniform float point_size; layout (location = 0) out vec4 frag_color; #ifdef LIGHTING layout (location = 4) uniform mat4 model_matrix; layout (location = 5) uniform vec3 camera_position; layout (location = 1) in vec3 vertex_normal; #endif #ifdef RAINBOW layout (location = 6) uniform float rainbow_offset_y; layout (location = 7) uniform float rainbow_scale_y; // taken from 'https://github.com/hughsk/glsl-hsv2rgb' vec3 hue2rgb(float hue) { vec4 offsets = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(vec3(hue) + offsets.xyz) * 6.0 - offsets.www); return clamp(p - offsets.xxx, 0.0, 1.0); } #endif #ifdef REFLECTANCE layout (location = 2) in float vertex_reflectance; #endif void main() { gl_Position = mvp_matrix * vec4(vertex_position, 1.0); gl_PointSize = point_size / gl_Position.w; frag_color = vec4(1); #ifdef LIGHTING vec3 world_position = vec3(model_matrix * vec4(vertex_position, 1.0)); vec3 world_normal = normalize(mat3(model_matrix) * vertex_normal); vec3 view_direction = normalize(camera_position - world_position); frag_color.rgb *= max(dot(world_normal, view_direction), 0.0); #endif #ifdef RAINBOW float rainbow_pos = rainbow_scale_y * (vertex_position.y + rainbow_offset_y); frag_color.rgb *= hue2rgb(mod(rainbow_pos, 1.0f)); #endif #ifdef REFLECTANCE frag_color.rgb *= vertex_reflectance; #endif }