2014-08-25 12:20:37 -04:00
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uniform mat4 RSMMatrix;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 4) in vec2 SecondTexcoord;
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layout(location = 7) in vec3 Origin;
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layout(location = 8) in vec3 Orientation;
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layout(location = 9) in vec3 Scale;
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-25 12:20:37 -04:00
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layout(location = 10) in uvec2 Handle;
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#endif
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out vec3 nor;
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out vec2 uv;
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out vec2 uv_bis;
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out vec4 color;
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-25 12:20:37 -04:00
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flat out uvec2 handle;
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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void main(void)
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{
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mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
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mat4 ModelViewProjectionMatrix = RSMMatrix * ModelMatrix;
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mat4 TransposeInverseModel = transpose(inverse(ModelMatrix));
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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nor = (TransposeInverseModel * vec4(Normal, 0.)).xyz;
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uv = Texcoord;
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color = Color.zyxw;
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-25 12:20:37 -04:00
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handle = Handle;
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#endif
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}
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