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OpenGLTemplate/Models/vertShader2.glsl

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1.8 KiB

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