Files
OCCT/src/Shaders/PhongShading.vs
abv d5f74e42d6 0024624: Lost word in license statement in source files
License statement text corrected; compiler warnings caused by Bison 2.41 disabled for MSVC; a few other compiler warnings on 54-bit Windows eliminated by appropriate type cast
Wrong license statements corrected in several files.
Copyright and license statements added in XSD and GLSL files.
Copyright year updated in some files.
Obsolete documentation files removed from DrawResources.
2014-02-20 16:15:17 +04:00

44 lines
1.8 KiB
GLSL
Executable File

// Created on: 2013-10-10
// Created by: Denis BOGOLEPOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
varying vec3 View; //!< Direction to the viewer
varying vec3 Normal; //!< Vertex normal in view space
varying vec4 Position; //!< Vertex position in view space
varying vec4 PositionWorld; //!< Vertex position in world space
//! Computes the normal in view space
vec3 TransformNormal (in vec3 theNormal)
{
vec4 aResult = occWorldViewMatrixInverseTranspose
* occModelWorldMatrixInverseTranspose
* vec4 (theNormal, 0.0);
return normalize (aResult.xyz);
}
//! Entry point to the Vertex Shader
void main()
{
PositionWorld = occModelWorldMatrix * occVertex;
Position = occWorldViewMatrix * PositionWorld;
Normal = TransformNormal (occNormal);
// Note: The specified view vector is absolutely correct only for the orthogonal projection.
// For perspective projection it will be approximate, but it is in good agreement with the OpenGL calculations.
View = vec3 (0.0, 0.0, 1.0);
// Do fixed functionality vertex transform
gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;
}