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Add experimental render mode to display model normals or shading based on spherical harmonics coefficients
16 lines
253 B
GLSL
16 lines
253 B
GLSL
#version 330 core
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in vec3 vertexPosition;
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in vec3 vertexNormal;
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out vec3 normal;
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uniform mat4 modelView;
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uniform mat3 modelViewNormal;
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uniform mat4 mvp;
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void main()
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{
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normal = vertexNormal;
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gl_Position = mvp * vec4( vertexPosition, 1.0 );
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}
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