/*
This file is part of Magnum.
Original authors — credit is appreciated but not required:
2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021, 2022, 2023, 2024 — Vladimír Vondruš <mosra@centrum.cz>
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute
this software, either in source code form or as a compiled binary, for any
purpose, commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of
this software dedicate any and all copyright interest in the software to
the public domain. We make this dedication for the benefit of the public
at large and to the detriment of our heirs and successors. We intend this
dedication to be an overt act of relinquishment in perpetuity of all
present and future rights to this software under copyright law.
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 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.
*/
uniform mat4 transformationMatrix;
uniform mat3 normalMatrix;
uniform mat4 projectionMatrix;
uniform mat3 cameraMatrix;
uniform float reflectivity;
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 textureCoords;
out float factor;
out vec3 cubeMapTextureCoords;
out vec2 tarnishTextureCoords;
void main(void) {
vec4 transformedVertex = transformationMatrix*position;
vec3 transformedNormal = normalize(normalMatrix*position.xyz);
/* Reflection vector */
vec3 reflection = reflect(normalize(transformedVertex.xyz), transformedNormal);
cubeMapTextureCoords = cameraMatrix*reflection;
/* Factor of reflectivity - normals perpendicular to viewer are not reflective */
factor = pow(1 - max(0.0, dot(transformedNormal,
normalize(cameraMatrix*normalMatrix*vec3(0, 0, 1)))),
reflectivity);
tarnishTextureCoords = textureCoords;
gl_Position = projectionMatrix*transformedVertex;
}