You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
24 lines
971 B
24 lines
971 B
attribute float oid;
|
|
attribute vec3 aPos;
|
|
attribute vec3 normal;
|
|
varying vec3 trPos;
|
|
uniform mat3 transformation;
|
|
uniform mat4 uMatrix;
|
|
varying float id;
|
|
varying vec3 norm;
|
|
//I used mat3 instead of the augmented mat4 matrix because we
|
|
//are not doing complex projections yet. I implemented simple
|
|
//perspective projection back in hw2 by changing focal length
|
|
//and adjusting the size of the projected surface accrodingly.
|
|
//New surface = distance(surface, old viewpoint)/ distance(surface, new viewpoint) * old surface
|
|
// = (deltaFl + fl + 1)/(fl + 1) * old surface
|
|
//This is implemented by vPos = (dFl + fl + 1)/(fl + 1) * vPos;
|
|
//Because we will multiply the resulting vPos by the transformation matrix
|
|
//anyway, I smashed the ratio into the matrix into avoid doing this in shaders.
|
|
void main() {
|
|
vec4 pos = uMatrix * vec4(aPos, 1.);
|
|
gl_Position = pos;
|
|
id = oid;
|
|
norm = normal;
|
|
trPos = transformation *vec3(aPos.x, -aPos.y, -1);
|
|
} |