2014-07-13 12:48:14 -04:00
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uniform vec3 windDir;
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uniform mat4 ModelMatrix;
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uniform mat4 InverseModelMatrix;
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2014-02-28 11:29:05 -05:00
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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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2014-06-27 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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#endif
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2014-06-24 17:17:41 -04:00
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2014-02-28 11:29:05 -05:00
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out vec3 nor;
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2014-01-19 14:38:05 -05:00
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out vec2 uv;
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void main()
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{
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2016-12-03 02:54:59 -05:00
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mat4 new_model_matrix = ModelMatrix;
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mat4 new_inverse_model_matrix = InverseModelMatrix;
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new_model_matrix[3].xyz += windDir * Color.r;
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// FIXME doesn't seem to make too much difference in pass 2, because this
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// affects "nor" which is later only * 0.1 by scattering
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new_inverse_model_matrix[3].xyz -= windDir * Color.r;
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mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * new_model_matrix;
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mat4 TransposeInverseModelView = transpose(InverseViewMatrix * new_inverse_model_matrix);
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
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2014-07-13 12:48:14 -04:00
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uv = Texcoord;
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2014-01-19 14:38:05 -05:00
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}
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