stk-code_catmod/data/shaders/grass_pass.vert

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GLSL
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uniform vec3 windDir;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
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#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord;
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#else
in vec3 Position;
in vec3 Normal;
in vec4 Color;
in vec2 Texcoord;
#endif
out vec3 nor;
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out vec2 uv;
void main()
{
uv = Texcoord;
nor = (TransposeInverseModelView * vec4(Normal, 1.)).xyz;
gl_Position = ModelViewProjectionMatrix * vec4(Position + windDir * Color.r, 1.);
}