stk-code_catmod/data/shaders/sp_shadow.vert

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uniform int layer;
layout(location = 0) in vec3 i_position;
layout(location = 3) in vec2 i_uv;
layout(location = 8) in vec3 i_origin;
layout(location = 9) in vec4 i_rotation;
layout(location = 10) in vec4 i_scale;
#stk_include "utils/get_world_location.vert"
out vec2 uv;
void main()
{
vec4 world_position = getWorldPosition(i_origin, i_rotation, i_scale.xyz,
i_position);
uv = i_uv;
gl_Position = u_shadow_projection_view_matrices[layer] * world_position;
}