Files
Z3D/shaders/vertex_mesh_face.glsl
2025-03-27 19:47:32 +01:00

87 lines
1.9 KiB
GLSL

#pragma STAGE: VERTEX
#pragma GEOMETRY: MESH
#pragma FEATURES: FACE LINE V_L V_RGB V_A LIGHTING TEXTURE U_RGBA
#pragma STATIC_ENABLE: V_L V_RGB V_A LIGHTING TEXTURE U_RGBA
#pragma DYNAMIC_ENABLE: FACE LINE
#ifdef V_L
#ifdef V_RGB
#error Vertex luminance and vertex RGB are mutually exclusive
#endif
#endif
//------------[ Uniforms ]------------//
layout (location = 0) uniform mat4 mvp_matrix;
#ifdef LIGHTING
//layout (location = 1) uniform mat4 model_matrix;
#endif
// Can be replaced by material ambient filter, right?!?
#ifdef U_RGBA
layout (location = 4) uniform vec4 color;
#endif
//------------[ Inputs ]------------//
layout (location = 0) in vec3 model_vertex_position;
#ifdef LIGHTING
layout (location = 1) in vec3 model_vertex_normal;
#endif
#ifdef V_L
layout (location = 2) in float model_vertex_l;
#endif
#ifdef V_RGB
layout (location = 2) in vec3 model_vertex_rgb;
#endif
#ifdef V_A
layout (location = 3) in float model_vertex_a;
#endif
#ifdef TEXTURE
layout (location = 4) in vec2 model_vertex_tex_coord;
#endif
//------------[ Outputs ]------------//
layout (location = 0) out vec4 clip_vertex_color;
#ifdef LIGHTING
layout (location = 1) out vec3 clip_vertex_position;
layout (location = 2) out vec3 clip_vertex_normal;
#endif
#ifdef TEXTURE
layout (location = 3) out vec2 clip_vertex_tex_coord;
#endif
void main()
{
gl_Position = mvp_matrix * vec4(model_vertex_position, 1.0);
clip_vertex_color = vec4(1);
#ifdef V_L
clip_vertex_color.rgb *= model_vertex_l;
#endif
#ifdef V_RGB
clip_vertex_color.rgb *= model_vertex_rgb;
#endif
#ifdef V_A
clip_vertex_color.a *= model_vertex_a;
#endif
#ifdef U_RGBA
clip_vertex_color *= color;
#endif
#ifdef LIGHTING
clip_vertex_position = (model_matrix * vec4(model_vertex_position, 1.0)).xyz;
clip_vertex_normal = normalize(mat3(model_matrix) * model_vertex_normal);
#endif
#ifdef TEXTURE
clip_vertex_tex_coord = model_vertex_tex_coord;
#endif
}