+++ /dev/null
-#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;
-}