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#version 430
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layout (location=0) in vec3 position;
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layout (location=1) in vec2 texCoords;
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layout (location=2) in vec3 normals;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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out vec2 uv;
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mat4 buildTranslate(float x, float y, float z);
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mat4 buildRotateX(float rad);
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mat4 buildRotateY(float rad);
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mat4 buildRotateZ(float rad);
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void main(void)
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{
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gl_Position=proj_matrix*mv_matrix*vec4(position,1.0);
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uv=texCoords;
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}
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// builds and returns a translation matrix
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mat4 buildTranslate(float x, float y, float z)
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{
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mat4 trans = mat4(1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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x, y, z, 1.0 );
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return trans;
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}
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// builds and returns a matrix that performs a rotation around the X axis
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mat4 buildRotateX(float rad)
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{
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mat4 xrot = mat4(1.0, 0.0, 0.0, 0.0,
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0.0, cos(rad), -sin(rad), 0.0,
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0.0, sin(rad), cos(rad), 0.0,
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0.0, 0.0, 0.0, 1.0 );
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return xrot;
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}
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// builds and returns a matrix that performs a rotation around the Y axis
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mat4 buildRotateY(float rad)
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{
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mat4 yrot = mat4(cos(rad), 0.0, sin(rad), 0.0,
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0.0, 1.0, 0.0, 0.0,
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-sin(rad), 0.0, cos(rad), 0.0,
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0.0, 0.0, 0.0, 1.0 );
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return yrot;
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}
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// builds and returns a matrix that performs a rotation around the Z axis
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mat4 buildRotateZ(float rad)
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{
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mat4 zrot = mat4(cos(rad), -sin(rad), 0.0, 0.0,
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sin(rad), cos(rad), 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0 );
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return zrot;
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}
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// builds and returns a scale matrix
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mat4 buildScale(float x, float y, float z)
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{
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mat4 scale = mat4(x, 0.0, 0.0, 0.0,
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0.0, y, 0.0, 0.0,
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0.0, 0.0, z, 0.0,
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0.0, 0.0, 0.0, 1.0 );
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return scale;
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}
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