<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // sdf_text3D.vert // vertex shader // // Created by Brad Davis on 10/14/13. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include gpu/Inputs.slh@> <@include gpu/Color.slh@> <@include render-utils/ShaderConstants.h@> <@include gpu/Transform.slh@> <$declareStandardTransform()$> <@include sdf_text3D.slh@> // the interpolated normal layout(location=RENDER_UTILS_ATTR_POSITION_ES) out vec4 _positionES; layout(location=RENDER_UTILS_ATTR_NORMAL_WS) out vec3 _normalWS; layout(location=RENDER_UTILS_ATTR_COLOR) out vec4 _color; layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01; void main() { _texCoord01.xy = inTexCoord0.xy; _color = color_sRGBAToLinear(params.color); // standard transform TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$> const vec3 normal = vec3(0, 0, 1); <$transformModelToWorldDir(cam, obj, normal, _normalWS)$> }