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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2014-06-27 12:14:24 -04:00
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#if __VERSION__ >= 330
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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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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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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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2014-03-31 12:10:45 -04:00
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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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2014-03-24 11:40:40 -04:00
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void main()
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{
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2014-03-31 12:10:45 -04:00
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mat4 ModelMatrix = getWorldMatrix(Origin + windDir * Color.r, Orientation, Scale);
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mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin + windDir * Color.r, Orientation, Scale) * InverseViewMatrix);
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2014-04-08 17:34:28 -04:00
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gl_Position = ProjectionMatrix * ViewMatrix * 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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}
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