blob: 826145b208e650e3e03689211818808de9fe9d7f [file] [log] [blame]
#version 450
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec3 vertexPositionTarget;
layout(location = 3) in vec3 vertexNormalTarget;
layout(location = 0) out vec3 worldPosition;
layout(location = 1) out vec3 worldNormal;
layout(std140, binding = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelViewMatrix;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 modelViewProjection;
mat4 inverseModelViewProjectionMatrix;
};
layout(std140, binding = 3) uniform qt3d_morph_uniforms {
float interpolator;
};
void main()
{
vec3 morphPos;
vec3 morphNormal;
if (interpolator > 0.0) {
// normalized
morphPos = mix(vertexPosition, vertexPositionTarget, interpolator);
morphNormal = normalize(mix(vertexNormal, vertexNormalTarget, interpolator));
} else {
// relative
morphPos = vertexPosition + vertexPositionTarget * abs(interpolator);
morphNormal = normalize(vertexNormal + vertexNormalTarget * abs(interpolator));
}
worldNormal = normalize( modelNormalMatrix * morphNormal );
worldPosition = vec3( modelMatrix * vec4( morphPos, 1.0 ) );
gl_Position = modelViewProjection * vec4( morphPos, 1.0 );
}