2014-03-24 11:40:40 -04:00
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uniform vec3 windDir;
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2014-04-08 17:34:28 -04:00
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2017-02-01 15:58:10 -05:00
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#ifdef Explicit_Attrib_Location_Usable
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2014-06-24 17:17:41 -04:00
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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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2014-06-29 16:19:10 -04:00
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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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2016-12-03 11:59:09 -05:00
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layout(location = 10) in vec4 misc_data;
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2016-11-27 21:47:14 -05:00
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layout(location = 11) in sampler2D Handle;
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layout(location = 12) in sampler2D SecondHandle;
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2016-12-03 11:59:09 -05:00
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layout(location = 13) in sampler2D ThirdHandle;
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2014-08-22 18:18:14 -04:00
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#endif
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2014-06-27 12:14:24 -04:00
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec4 Color;
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in vec2 Texcoord;
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2014-06-29 16:19:10 -04:00
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in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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2016-12-03 11:59:09 -05:00
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in vec4 misc_data;
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2014-06-27 12:14:24 -04:00
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#endif
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2014-03-24 11:40:40 -04:00
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out vec3 nor;
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out vec2 uv;
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2016-12-22 22:33:48 -05:00
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flat out vec2 color_change;
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-22 18:18:14 -04:00
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flat out sampler2D handle;
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2014-10-07 19:01:28 -04:00
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flat out sampler2D secondhandle;
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2016-12-03 11:59:09 -05:00
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flat out sampler2D thirdhandle;
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2014-08-22 18:18:14 -04:00
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#endif
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2014-03-24 11:40:40 -04:00
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2016-06-27 07:11:27 -04:00
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#stk_include "utils/getworldmatrix.vert"
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2014-03-24 11:40:40 -04:00
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void main()
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{
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2017-08-09 01:00:09 -04:00
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vec3 test = sin(windDir * (Position.y * 0.1)) * 1.;
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2017-03-12 16:35:48 -04:00
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test += cos(windDir) * 0.7;
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mat4 ModelMatrix = getWorldMatrix(Origin + test * Color.r, Orientation, Scale);
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mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin + test * Color.r, Orientation, Scale) * InverseViewMatrix);
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2014-09-05 17:41:12 -04:00
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gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
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2014-03-24 11:40:40 -04:00
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nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
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uv = Texcoord;
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2016-12-03 11:59:09 -05:00
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color_change = misc_data.zw;
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-22 18:18:14 -04:00
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handle = Handle;
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2014-10-07 19:01:28 -04:00
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secondhandle = SecondHandle;
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2016-12-03 11:59:09 -05:00
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thirdhandle = ThirdHandle;
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2014-08-22 18:18:14 -04:00
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#endif
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2014-03-24 11:40:40 -04:00
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}
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