a301da7cb6
Change-Id: Ib0372d6a98734724d99b979f2d01abc1ee317847
96 lines
3.5 KiB
GLSL
96 lines
3.5 KiB
GLSL
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*************************************************************************
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*
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* Copyright 2008 by Sun Microsystems, Inc.
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* This file is part of OpenOffice.org.
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*
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* OpenOffice.org is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License version 3
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* only, as published by the Free Software Foundation.
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*
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* OpenOffice.org is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License version 3 for more details
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* (a copy is included in the LICENSE file that accompanied this code).
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*
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* You should have received a copy of the GNU Lesser General Public License
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* version 3 along with OpenOffice.org. If not, see
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* <http://www.openoffice.org/license.html>
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* for a copy of the LGPLv3 License.
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*
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************************************************************************/
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#version 120
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attribute vec3 a_position;
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attribute vec3 a_normal;
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attribute vec2 a_texCoord;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_modelViewMatrix;
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uniform mat4 u_sceneTransformMatrix;
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uniform mat4 u_primitiveTransformMatrix;
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uniform mat4 u_operationsTransformMatrix;
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varying vec2 v_texturePosition;
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varying vec3 v_normal;
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#if __VERSION__ < 140
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mat4 inverse(mat4 m)
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{
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3];
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float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3];
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float b00 = a00 * a11 - a01 * a10;
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float b01 = a00 * a12 - a02 * a10;
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float b02 = a00 * a13 - a03 * a10;
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float b03 = a01 * a12 - a02 * a11;
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float b04 = a01 * a13 - a03 * a11;
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float b05 = a02 * a13 - a03 * a12;
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float b06 = a20 * a31 - a21 * a30;
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float b07 = a20 * a32 - a22 * a30;
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float b08 = a20 * a33 - a23 * a30;
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float b09 = a21 * a32 - a22 * a31;
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float b10 = a21 * a33 - a23 * a31;
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float b11 = a22 * a33 - a23 * a32;
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float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
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return mat4(
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a11 * b11 - a12 * b10 + a13 * b09,
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a02 * b10 - a01 * b11 - a03 * b09,
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a31 * b05 - a32 * b04 + a33 * b03,
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a22 * b04 - a21 * b05 - a23 * b03,
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a12 * b08 - a10 * b11 - a13 * b07,
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a00 * b11 - a02 * b08 + a03 * b07,
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a32 * b02 - a30 * b05 - a33 * b01,
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a20 * b05 - a22 * b02 + a23 * b01,
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a10 * b10 - a11 * b08 + a13 * b06,
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a01 * b08 - a00 * b10 - a03 * b06,
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a30 * b04 - a31 * b02 + a33 * b00,
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a21 * b02 - a20 * b04 - a23 * b00,
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a11 * b07 - a10 * b09 - a12 * b06,
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a00 * b09 - a01 * b07 + a02 * b06,
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a31 * b01 - a30 * b03 - a32 * b00,
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a20 * b03 - a21 * b01 + a22 * b00) / det;
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}
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#endif
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void main( void )
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{
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mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
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mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix)));
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gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0);
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v_texturePosition = a_texCoord;
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v_normal = normalize(normalMatrix * a_normal);
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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