-
Notifications
You must be signed in to change notification settings - Fork 0
/
sh_vi.glsl
26 lines (21 loc) · 923 Bytes
/
sh_vi.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
#version 430
layout(location = 0) in vec3 pos; // Model-space position
layout(location = 1) in vec3 norm; // Model-space normal
layout(location = 2) in vec2 tex_coord_attrib;
layout(location = 3) uniform float time;
layout(location = 4) uniform float degree;
//smooth out vec3 fragNorm; // Model-space interpolated normal
out vec2 tex_coord;
uniform mat4 xform; // Model-to-clip space transform
uniform mat4 rotate;
void main() {
float cosine = cos((0));
float sine = sin((0));
//gl_Position = xform*vec4(pos.x*cosine+pos.y*sine,pos.x*sine-pos.y*cosine,pos.z,1);
gl_Position = xform*vec4(pos.x,pos.y+0.35,pos.z*cosine - pos.y*sine,5);
//gl_Position = xform*vec4(pos.x + degree,pos.x*sine+pos.y*cosine,pos.z,1);
//gl_Position = xform*vec4(pos.x*cosine-pos.z*sine,pos.y,pos.x*sine+pos.z*cosine,1);
// Interpolate normals
// fragNorm = norm;
tex_coord= tex_coord_attrib;
}