stk-code_catmod/data/shaders/instanciedshadow.vert

57 lines
1.1 KiB
GLSL
Raw Normal View History

uniform int layer;
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 3) in vec2 Texcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
2014-12-18 16:09:14 -05:00
#ifdef Use_Bindless_Texture
2014-08-28 19:26:27 -04:00
layout(location = 10) in uvec2 Handle;
2014-08-22 18:18:14 -04:00
#endif
#else
in vec3 Position;
in vec2 Texcoord;
2014-03-31 15:52:42 -04:00
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
#endif
#ifdef VSLayer
out vec2 uv;
2014-12-18 16:09:14 -05:00
#ifdef Use_Bindless_Texture
2014-08-28 19:26:27 -04:00
flat out uvec2 handle;
2014-08-22 18:18:14 -04:00
#endif
#else
out vec2 tc;
out int layerId;
2014-12-18 16:09:14 -05:00
#ifdef Use_Bindless_Texture
2014-08-28 19:26:27 -04:00
flat out uvec2 hdle;
2014-08-22 18:18:14 -04:00
#endif
#endif
2014-03-31 15:52:42 -04:00
#stk_include "utils/getworldmatrix.vert"
2014-03-31 15:52:42 -04:00
void main(void)
{
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
#ifdef VSLayer
gl_Layer = layer;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.);
uv = Texcoord;
2014-12-18 16:09:14 -05:00
#ifdef Use_Bindless_Texture
2014-08-22 18:18:14 -04:00
handle = Handle;
#endif
#else
layerId = layer;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.);
tc = Texcoord;
2014-12-18 16:09:14 -05:00
#ifdef Use_Bindless_Texture
2014-08-22 18:18:14 -04:00
hdle = Handle;
#endif
#endif
}