3 #define MATRIX_UNIFORMS 0
4 #define MORPHING_UNIFORMS 3
6 layout(std140, binding = MATRIX_UNIFORMS) uniform vu {
8 uniform mat4 mmviewproj;
12 layout(std140, binding = MORPHING_UNIFORMS) uniform mvu {
17 layout(location = 1) in vec3 attr_pos;
18 layout(location = 2) in vec3 attr_normal;
19 layout(location = 3) in vec2 attr_tex;
22 layout(location = 4) out vec3 pos;
23 layout(location = 5) out vec2 tex_coord;
24 layout(location = 6) out vec3 world_normal;
26 const float half_height = 0.855;
30 vec3 sph_pos = normalize(vec3(attr_pos.x, attr_pos.y - half_height, attr_pos.z));
32 vec3 sph_normal = sph_pos;
33 sph_pos.y += half_height;
35 vec3 p = mix(attr_pos, sph_pos, time.t);
36 vec3 n = mix(attr_normal, sph_normal, time.t);
38 gl_Position = m.mmviewproj * vec4(p, 1.0);
40 pos = (m.mview * vec4(p, 1.0)).xyz;
43 world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz;