1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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31 attribute vec3 a_position;
32 attribute vec3 a_normal;
33 attribute vec2 a_texCoord;
35 uniform mat4 u_projectionMatrix;
36 uniform mat4 u_modelViewMatrix;
37 uniform mat4 u_sceneTransformMatrix;
38 uniform mat4 u_primitiveTransformMatrix;
39 uniform mat4 u_operationsTransformMatrix;
41 varying vec2 v_texturePosition;
42 varying vec3 v_normal;
47 float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3];
48 float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3];
49 float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3];
50 float a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3];
52 float b00 = a00 * a11 - a01 * a10;
53 float b01 = a00 * a12 - a02 * a10;
54 float b02 = a00 * a13 - a03 * a10;
55 float b03 = a01 * a12 - a02 * a11;
56 float b04 = a01 * a13 - a03 * a11;
57 float b05 = a02 * a13 - a03 * a12;
58 float b06 = a20 * a31 - a21 * a30;
59 float b07 = a20 * a32 - a22 * a30;
60 float b08 = a20 * a33 - a23 * a30;
61 float b09 = a21 * a32 - a22 * a31;
62 float b10 = a21 * a33 - a23 * a31;
63 float b11 = a22 * a33 - a23 * a32;
65 float det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
68 a11 * b11 - a12 * b10 + a13 * b09,
69 a02 * b10 - a01 * b11 - a03 * b09,
70 a31 * b05 - a32 * b04 + a33 * b03,
71 a22 * b04 - a21 * b05 - a23 * b03,
72 a12 * b08 - a10 * b11 - a13 * b07,
73 a00 * b11 - a02 * b08 + a03 * b07,
74 a32 * b02 - a30 * b05 - a33 * b01,
75 a20 * b05 - a22 * b02 + a23 * b01,
76 a10 * b10 - a11 * b08 + a13 * b06,
77 a01 * b08 - a00 * b10 - a03 * b06,
78 a30 * b04 - a31 * b02 + a33 * b00,
79 a21 * b02 - a20 * b04 - a23 * b00,
80 a11 * b07 - a10 * b09 - a12 * b06,
81 a00 * b09 - a01 * b07 + a02 * b06,
82 a31 * b01 - a30 * b03 - a32 * b00,
83 a20 * b03 - a21 * b01 + a22 * b00) / det;
89 mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
90 mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix)));
91 gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0);
92 v_texturePosition = a_texCoord;
93 v_normal = normalize(normalMatrix * a_normal);
96 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */