ObjToSchematic/shaders/ao_vertex.vs

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uniform mat4 u_worldViewProjection;
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uniform sampler2D u_texture;
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uniform float u_voxelSize;
attribute vec4 position;
attribute vec3 normal;
attribute vec4 occlusion;
attribute vec2 texcoord;
attribute vec2 blockTexcoord;
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varying float v_lighting;
varying vec4 v_occlusion;
varying vec2 v_texcoord;
//varying vec3 v_colour;
varying vec2 v_blockTexcoord;
vec3 light = vec3(0.78, 0.98, 0.59);
void main() {
v_texcoord = texcoord;
v_occlusion = occlusion;
//v_colour = colour;
v_blockTexcoord = blockTexcoord;
//float lighting = dot(light, abs(normal)) * (1.0 - occlusion * 0.2);
//float lighting = 0.2 * occlusion;
//v_colour = vec4(abs(normal), 1.0);
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v_lighting = dot(light, abs(normal));
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gl_Position = u_worldViewProjection * vec4(position.xyz * u_voxelSize, 1.0);
}