stk-code_catmod/data/shaders/sp_grass_shadow.vert

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uniform int layer;
uniform vec3 wind_direction;
layout(location = 0) in vec3 i_position;
layout(location = 2) in vec4 i_color;
layout(location = 3) in vec2 i_uv;
layout(location = 8) in vec3 i_origin;
#if defined(Converts_10bit_Vector)
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layout(location = 9) in vec4 i_rotation_orig;
#else
layout(location = 9) in vec4 i_rotation;
#endif
layout(location = 10) in vec4 i_scale;
#stk_include "utils/get_world_location.vert"
out vec2 uv;
void main()
{
#if defined(Converts_10bit_Vector)
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
#endif
vec3 test = sin(wind_direction * (i_position.y * 0.1));
test += cos(wind_direction) * 0.7;
vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
vec4 world_position = getWorldPosition(i_origin + test * i_color.r,
quaternion, i_scale.xyz, i_position);
uv = i_uv;
gl_Position = u_shadow_projection_view_matrices[layer] * world_position;
}