// 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; }