#version 330 core uniform mat4 mWorld; uniform mat4 mView; uniform mat4 mProjection; uniform vec3 vEye; layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; smooth out vec3 color; vec3 hsv_to_rgb(float h, float s, float v) { float c = v * s; h = mod((h * 6.0), 6.0); float x = c * (1.0 - abs(mod(h, 2.0) - 1.0)); vec3 color; if (0.0 <= h && h < 1.0) { color = vec3(c, x, 0.0); } else if (1.0 <= h && h < 2.0) { color = vec3(x, c, 0.0); } else if (2.0 <= h && h < 3.0) { color = vec3(0.0, c, x); } else if (3.0 <= h && h < 4.0) { color = vec3(0.0, x, c); } else if (4.0 <= h && h < 5.0) { color = vec3(x, 0.0, c); } else if (5.0 <= h && h < 6.0) { color = vec3(c, 0.0, x); } else { color = vec3(0.0, 0.0, 0.0); } color.rgb += v - c; return color; } void main () { gl_Position = mProjection*mView*mWorld*vec4(position, 1.0); vec3 materialColor = hsv_to_rgb(position.z, 1, 1); float brightness = clamp(dot(normalize(normal), normalize(vEye)), 0.4, 0.6); color = materialColor*brightness; }