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-rw-r--r--08-august/resources/shaders/terrainShader.vert39
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diff --git a/08-august/resources/shaders/terrainShader.vert b/08-august/resources/shaders/terrainShader.vert
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+#version 420
+
+in layout(location=0) vec3 position; /* vertex position in model space */
+in layout(location=1) vec2 Texture_UV;
+in layout(location=2) vec3 normal; /* vertex normal in model space */
+in layout(location=3) vec3 tangent;
+
+uniform mat4 M_MVP; /* Total Transform matrix */
+uniform mat4 M_model; /* Model to world space transformation matrix */
+
+uniform vec3 lightPosition[4];
+uniform vec3 World_eyePosition;
+
+out vec2 Fragment_UV; /* UV coordinates for the fragment */
+out vec3 normal0;
+out vec4 Fragment_Color;
+out vec3 toLightVector[4];
+out vec3 toEyeVector;
+
+void main()
+{
+ vec3 World_Position = vec3(M_model * vec4(position, 1.0));
+
+ for(int i = 0; i < 4; i++)
+ {
+ /* vector que apunta hacia la luz*/
+ toLightVector[i] = lightPosition[i] - World_Position;
+ }
+ /* Vector hacia el ojo*/
+ toEyeVector = normalize(World_eyePosition - World_Position);
+
+ gl_Position = M_MVP * vec4(position, 1.0);
+
+ Fragment_UV = vec2(Texture_UV.x, 1 - Texture_UV.y); /*Invert y axis*/
+
+ /*We add a 0 on the vec4 so we can remove the translation from the matrix
+ (WE DONT WANT THE NORMAL TO BE TRANSLATED) */
+ normal0 = normalize( (M_model * vec4(normal, 0.0)).xyz );
+}