--- /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;
+}