0027943: Visualization - fix broken shading by positional light for object with local...
[occt.git] / src / Shaders / PhongShading.vs
CommitLineData
392ac980 1// Created on: 2013-10-10
2// Created by: Denis BOGOLEPOV
d5f74e42 3// Copyright (c) 2013-2014 OPEN CASCADE SAS
392ac980 4//
973c2be1 5// This file is part of Open CASCADE Technology software library.
392ac980 6//
d5f74e42 7// This library is free software; you can redistribute it and/or modify it under
8// the terms of the GNU Lesser General Public License version 2.1 as published
973c2be1 9// by the Free Software Foundation, with special exception defined in the file
10// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11// distribution for complete text of the license and disclaimer of any warranty.
392ac980 12//
973c2be1 13// Alternatively, this file may be used under the terms of Open CASCADE
14// commercial license or contractual agreement.
392ac980 15
5495fa7e 16varying vec3 View; //!< Direction to the viewer
17varying vec3 Normal; //!< Vertex normal in view space
18varying vec4 Position; //!< Vertex position in view space
19varying vec4 PositionWorld; //!< Vertex position in world space
392ac980 20
12381341 21//! Computes the normal in view space
392ac980 22vec3 TransformNormal (in vec3 theNormal)
23{
12381341 24 vec4 aResult = occWorldViewMatrixInverseTranspose
25 * occModelWorldMatrixInverseTranspose
26 * vec4 (theNormal, 0.0);
392ac980 27 return normalize (aResult.xyz);
28}
29
12381341 30//! Entry point to the Vertex Shader
392ac980 31void main()
32{
5495fa7e 33 PositionWorld = occModelWorldMatrix * occVertex;
34 Position = occWorldViewMatrix * PositionWorld;
35 Normal = TransformNormal (occNormal);
12381341 36
37 // Note: The specified view vector is absolutely correct only for the orthogonal projection.
38 // For perspective projection it will be approximate, but it is in good agreement with the OpenGL calculations.
392ac980 39 View = vec3 (0.0, 0.0, 1.0);
40
41 // Do fixed functionality vertex transform
42 gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;
43}