stk-code_catmod/data/shaders/instanced_object_pass.vert

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GLSL
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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;
layout(location = 4) in vec2 SecondTexcoord;
layout(location = 5) in vec3 Tangent;
layout(location = 6) in vec3 Bitangent;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
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#ifdef GL_ARB_bindless_texture
layout(location = 10) in sampler2D Handle;
layout(location = 11) in sampler2D SecondHandle;
#endif
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#else
in vec3 Position;
in vec3 Normal;
in vec4 Color;
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in vec2 Texcoord;
in vec3 Tangent;
in vec3 Bitangent;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
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#endif
out vec3 nor;
out vec3 tangent;
out vec3 bitangent;
out vec2 uv;
out vec2 uv_bis;
out vec4 color;
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#ifdef GL_ARB_bindless_texture
flat out sampler2D handle;
flat out sampler2D secondhandle;
#endif
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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void main(void)
{
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix);
gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz;
bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz;
uv = Texcoord;
uv_bis = SecondTexcoord;
color = Color.zyxw;
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#ifdef GL_ARB_bindless_texture
handle = Handle;
secondhandle = SecondHandle;
#endif
}