Created
August 7, 2012 19:12
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Rotating in GLSL
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// Simple Lambertian lighting | |
// Mario Gonzalez | |
// | |
// Based on 'WebGL - A Beginners Guide' | |
attribute vec3 aVertexPosition; | |
attribute vec3 aVertexNormal; | |
uniform vec3 rotation; | |
uniform mat4 uMVMatrix; | |
uniform mat4 uPMatrix; | |
uniform mat4 uNMatrix; | |
varying vec3 vNormal; | |
varying vec4 vPosition; | |
varying vec3 vEyeVec; | |
mat4 rotationX( in float angle ) { | |
return mat4( 1.0, 0, 0, 0, | |
0, cos(angle), -sin(angle), 0, | |
0, sin(angle), cos(angle), 0, | |
0, 0, 0, 1); | |
} | |
mat4 rotationY( in float angle ) { | |
return mat4( cos(angle), 0, sin(angle), 0, | |
0, 1.0, 0, 0, | |
-sin(angle), 0, cos(angle), 0, | |
0, 0, 0, 1); | |
} | |
mat4 rotationZ( in float angle ) { | |
return mat4( cos(angle), -sin(angle), 0, 0, | |
sin(angle), cos(angle), 0, 0, | |
0, 0, 1, 0, | |
0, 0, 0, 1); | |
} | |
void main( void ) { | |
vec4 vertex = vec4(gl_Vertex.xyz, 1.0); | |
vertex = vertex * rotationX(rotation.x) * rotationY(rotation.y) * rotationZ(rotation.z); | |
vertex = uMVMatrix * vertex; | |
vNormal = vec3( uNMatrix * vec4( gl_Normal, 1.0 ) ); | |
vEyeVec = -vec3( vertex.xyz ); | |
// * rotationX(uTimer*5.0) | |
gl_Position = uPMatrix * vertex; | |
vPosition = gl_Position; | |
} |
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