reflectionVertexShader.glsl 2.7 KB

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  1. /* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
  2. /*
  3. * This file is part of the LibreOffice project.
  4. *
  5. * This Source Code Form is subject to the terms of the Mozilla Public
  6. * License, v. 2.0. If a copy of the MPL was not distributed with this
  7. * file, You can obtain one at http://mozilla.org/MPL/2.0/.
  8. */
  9. #version 130
  10. attribute vec3 a_position;
  11. attribute vec3 a_normal;
  12. attribute vec2 a_texCoord;
  13. uniform mat4 u_projectionMatrix;
  14. uniform mat4 u_modelViewMatrix;
  15. uniform mat4 u_sceneTransformMatrix;
  16. uniform mat4 u_primitiveTransformMatrix;
  17. uniform mat4 u_operationsTransformMatrix;
  18. varying vec2 v_texturePosition;
  19. varying vec3 v_normal;
  20. varying float v_isShadow;
  21. #if __VERSION__ < 140
  22. mat4 inverse(mat4 m)
  23. {
  24. float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3];
  25. float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3];
  26. float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3];
  27. float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3];
  28. float b00 = a00 * a11 - a01 * a10;
  29. float b01 = a00 * a12 - a02 * a10;
  30. float b02 = a00 * a13 - a03 * a10;
  31. float b03 = a01 * a12 - a02 * a11;
  32. float b04 = a01 * a13 - a03 * a11;
  33. float b05 = a02 * a13 - a03 * a12;
  34. float b06 = a20 * a31 - a21 * a30;
  35. float b07 = a20 * a32 - a22 * a30;
  36. float b08 = a20 * a33 - a23 * a30;
  37. float b09 = a21 * a32 - a22 * a31;
  38. float b10 = a21 * a33 - a23 * a31;
  39. float b11 = a22 * a33 - a23 * a32;
  40. float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
  41. return mat4(
  42. a11 * b11 - a12 * b10 + a13 * b09,
  43. a02 * b10 - a01 * b11 - a03 * b09,
  44. a31 * b05 - a32 * b04 + a33 * b03,
  45. a22 * b04 - a21 * b05 - a23 * b03,
  46. a12 * b08 - a10 * b11 - a13 * b07,
  47. a00 * b11 - a02 * b08 + a03 * b07,
  48. a32 * b02 - a30 * b05 - a33 * b01,
  49. a20 * b05 - a22 * b02 + a23 * b01,
  50. a10 * b10 - a11 * b08 + a13 * b06,
  51. a01 * b08 - a00 * b10 - a03 * b06,
  52. a30 * b04 - a31 * b02 + a33 * b00,
  53. a21 * b02 - a20 * b04 - a23 * b00,
  54. a11 * b07 - a10 * b09 - a12 * b06,
  55. a00 * b09 - a01 * b07 + a02 * b06,
  56. a31 * b01 - a30 * b03 - a32 * b00,
  57. a20 * b03 - a21 * b01 + a22 * b00) / det;
  58. }
  59. #endif
  60. void main( void )
  61. {
  62. mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
  63. mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix)));
  64. gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0);
  65. v_texturePosition = a_texCoord;
  66. v_normal = normalize(normalMatrix * a_normal);
  67. v_isShadow = float(gl_VertexID >= 6);
  68. }
  69. /* vim:set shiftwidth=4 softtabstop=4 expandtab: */