31 lines
530 B
GLSL
31 lines
530 B
GLSL
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat3 NormalMatrix;
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uniform mat4 ProjectionMatrix;
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uniform float normalSize;
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in vec3 pos;
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#ifdef LOOP_NORMALS
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in vec3 lnor;
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#define nor lnor
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#elif defined(FACE_NORMALS)
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in vec4 norAndFlag;
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#define nor norAndFlag.xyz
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#else
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in vec3 vnor;
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#define nor vnor
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#endif
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flat out vec4 v1;
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flat out vec4 v2;
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void main()
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{
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v1 = ModelViewProjectionMatrix * vec4(pos, 1.0);
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vec3 n = normalize(NormalMatrix * nor); /* viewspace */
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v2 = v1 + ProjectionMatrix * vec4(n * normalSize, 0.0);
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}
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