25 lines
871 B
GLSL
25 lines
871 B
GLSL
|
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;
|
||
|
}
|