#version 450
-uniform mat4 mview;
-uniform mat4 mmviewproj;
+#define MATRIX_UNIFORMS 0
+#define MORPHING_UNIFORMS 3
-varying vec3 pos;
-varying vec3 normal;
-varying vec3 ldir;
-varying vec2 tex_coord;
+layout(std140, binding = MATRIX_UNIFORMS) uniform vu {
+ mat4 mview;
+ uniform mat4 mmviewproj;
+ uniform mat4 mmod;
+} m;
-const vec3 lpos = vec3(-10.0, 100.0, 10.0);
+layout(std140, binding = MORPHING_UNIFORMS) uniform mvu {
+ float t;
+} time;
/* attributes */
layout(location = 1) in vec3 attr_pos;
layout(location = 2) in vec3 attr_normal;
layout(location = 3) in vec2 attr_tex;
+/* varyings */
+layout(location = 4) out vec3 pos;
+layout(location = 5) out vec2 tex_coord;
+layout(location = 6) out vec3 world_normal;
+
+const float half_height = 0.855;
+
void main()
{
- gl_Position = mmviewproj * vec4(attr_pos, 1.0);
+ 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, time.t);
+ vec3 n = mix(attr_normal, sph_normal, time.t);
+
+ gl_Position = m.mmviewproj * vec4(p, 1.0);
- pos = (mview * vec4(attr_pos, 1.0)).xyz;
- ldir = (mview * vec4(lpos, 1.0)).xyz;
+ pos = (m.mview * vec4(p, 1.0)).xyz;
- mat3 normal_matrix = mat3(mview);
- normal = normal_matrix * attr_normal;
tex_coord = attr_tex;
-}
\ No newline at end of file
+ world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz;
+}