2014-08-25 12:20:37 -04:00
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uniform int layer;
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2014-07-14 18:02:17 -04:00
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uniform vec3 windDir;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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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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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-28 19:26:27 -04:00
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layout(location = 10) in uvec2 Handle;
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2014-08-22 18:18:14 -04:00
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#endif
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2014-07-14 18:02:17 -04:00
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#else
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in vec3 Position;
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2014-07-16 20:17:49 -04:00
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in vec4 Color;
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2014-07-14 18:02:17 -04:00
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in vec2 Texcoord;
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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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#endif
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#ifdef VSLayer
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out vec2 uv;
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-28 19:26:27 -04:00
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flat out uvec2 handle;
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2014-08-22 18:18:14 -04:00
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#endif
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2014-07-14 18:02:17 -04:00
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#else
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out vec2 tc;
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out int layerId;
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2014-12-18 16:09:14 -05:00
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#ifdef Use_Bindless_Texture
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2014-08-28 19:26:27 -04:00
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flat out uvec2 hdle;
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2014-08-22 18:18:14 -04:00
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#endif
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2014-07-14 18:02:17 -04:00
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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void main(void)
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{
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mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
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#ifdef VSLayer
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2014-08-25 12:20:37 -04:00
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gl_Layer = layer;
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2014-07-14 18:02:17 -04:00
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gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
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uv = Texcoord;
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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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#endif
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2014-07-14 18:02:17 -04:00
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#else
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2014-08-25 12:20:37 -04:00
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layerId = layer;
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2014-07-14 18:02:17 -04:00
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gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
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tc = Texcoord;
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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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hdle = Handle;
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#endif
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2014-07-14 18:02:17 -04:00
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#endif
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}
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