#version 450 layout(std140, binding = 0) uniform matrix_state { mat4 mview; mat4 mmviewproj; mat4 mmod; float t; } m; const float half_height = 0.855; layout(location = 0) out vec3 pos; layout(location = 1) out vec2 tex_coord; layout(location = 2) out vec3 world_normal; /* attributes */ layout(location = 1) in vec3 attr_pos; layout(location = 2) in vec3 attr_normal; layout(location = 3) in vec2 attr_tex; void main() { vec3 sph_pos = normalize(vec3(attr_pos.x, attr_pos.y - half_height, attr_pos.z)); vec3 sph_normal = sph_pos; sph_pos.y += half_height; vec3 p = mix(attr_pos, sph_pos, m.t); vec3 n = mix(attr_normal, sph_normal, m.t); gl_Position = m.mmviewproj * vec4(p, 1.0); pos = (m.mview * vec4(p, 1.0)).xyz; // ldir = (mview * vec4(lpos, 1.0)).xyz; // mat3 normal_matrix = mat3(mview); // normal = normal_matrix * n; tex_coord = attr_tex; world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz; }