stk-code_catmod/data/shaders/glow_object.vert

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GLSL
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2014-08-25 12:20:37 -04:00
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord;
layout(location = 5) in vec3 Tangent;
layout(location = 6) in vec3 Bitangent;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
layout(location = 12) in vec4 GlowColor;
flat out vec4 glowColor;
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
void main(void)
{
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix);
gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(Position, 1.);
glowColor = GlowColor;
}