blob: 6cbab9d40883d87c1c4da8f8b25b0bd6b42350cf [file] [log] [blame]
#version 150 core
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec3 pos;
out vec3 position;
out vec3 normal;
out vec3 kd;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform mat4 mvp;
// Calculate RGB triplet from HSV
vec3 hsvToRGB( float h, float s, float v )
{
if ( s <= 0.0 )
return vec3( v );
h = h * 6.0;
float c = v * s;
float x = ( 1.0 - abs( ( mod( h, 2 ) - 1 ) ) ) * c;
float m = v - c;
float r = 0.0;
float g = 0.0;
float b = 0.0;
if ( h < 1.0 ) { r = c; g = x; b = 0.0;}
else if ( h < 2.0 ) { r = x; g = c; b = 0.0; }
else if ( h < 3.0 ) { r = 0.0; g = c; b = x; }
else if ( h < 4.0 ) { r = 0.0; g = x; b = c; }
else if ( h < 5.0 ) { r = x; g = 0.0; b = c; }
else { r = c; g = 0.0; b = x; }
return vec3( r + m, g + m, b + m );
}
void main()
{
normal = normalize( modelViewNormal * vertexNormal );
vec3 offsetPos = vertexPosition + pos;
position = vec3(modelView * vec4(offsetPos, 1.0));
float hue = fract( pos.x / 10.0 );
float saturation = fract( pos.z / 20.0 );
kd = hsvToRGB( hue, saturation, 1.0 );
gl_Position = mvp * vec4(offsetPos, 1.0);
}