/usr/share/oce-0.17/src/Shaders/PhongShading.vs is in liboce-visualization10 0.17.1-1.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 | // Created on: 2013-10-10
// Created by: Denis BOGOLEPOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
varying vec3 View; //!< Direction to the viewer
varying vec3 Normal; //!< Vertex normal in view space
varying vec4 Position; //!< Vertex position in view space
varying vec4 PositionWorld; //!< Vertex position in world space
//! Computes the normal in view space
vec3 TransformNormal (in vec3 theNormal)
{
vec4 aResult = occWorldViewMatrixInverseTranspose
* occModelWorldMatrixInverseTranspose
* vec4 (theNormal, 0.0);
return normalize (aResult.xyz);
}
//! Entry point to the Vertex Shader
void main()
{
PositionWorld = occModelWorldMatrix * occVertex;
Position = occWorldViewMatrix * PositionWorld;
Normal = TransformNormal (occNormal);
// Note: The specified view vector is absolutely correct only for the orthogonal projection.
// For perspective projection it will be approximate, but it is in good agreement with the OpenGL calculations.
View = vec3 (0.0, 0.0, 1.0);
// Do fixed functionality vertex transform
gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;
}
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