stk-code_catmod/data/shaders/instanced_grass.vert

28 lines
778 B
GLSL
Raw Normal View History

uniform vec3 windDir;
uniform mat4 ViewProjectionMatrix;
uniform mat4 InverseViewMatrix;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
in vec3 Position;
in vec3 Normal;
in vec2 Texcoord;
in vec4 Color;
out vec3 nor;
out vec2 uv;
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
void main()
{
mat4 ModelMatrix = getWorldMatrix(Origin + windDir * Color.r, Orientation, Scale);
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin + windDir * Color.r, Orientation, Scale) * InverseViewMatrix);
gl_Position = ViewProjectionMatrix * ModelMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
uv = Texcoord;
}