/** Copyright (C) 2012-2014 Jonas Strandstedt Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #version 430 core uniform mat4 ViewProjection; uniform mat4 ModelTransform; uniform vec4 gridColor; layout(location = 0) in vec4 in_position; //in vec3 in_position; layout(location = 1) in vec2 in_st; layout(location = 2) in vec3 in_normal; out vec2 vs_st; out vec3 vs_stp; out vec4 vs_normal; out vec4 vs_position; #include "PowerScaling/powerScaling_vs.hglsl" void main() { // set variables vs_st = in_st; //vs_stp = in_position.xyz; vs_normal = normalize(ModelTransform * vec4(in_normal,0)); vec4 tmp = in_position; // this is wrong for the normal. The normal transform is the transposed inverse of the model transform vs_normal = normalize(ModelTransform * vec4(in_normal,0)); vec4 position = pscTransform(tmp, ModelTransform); vs_position = tmp; position = ViewProjection * position; gl_Position = z_normalization(position); }