2014-04-19 12:38:57 -04:00
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#ifdef UBO_DISABLED
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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#else
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2014-04-10 11:34:57 -04:00
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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2014-05-16 20:39:55 -04:00
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vec2 screen;
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2014-04-10 11:34:57 -04:00
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};
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2014-04-19 12:38:57 -04:00
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#endif
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2014-04-10 11:34:57 -04:00
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uniform mat4 ModelMatrix;
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uniform mat4 InverseModelMatrix;
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2014-02-26 19:13:23 -05:00
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uniform mat4 TextureMatrix =
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mat4(1., 0., 0., 0.,
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0., 1., 0., 0.,
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0., 0., 1., 0.,
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0., 0., 0., 1.);
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2014-01-11 17:57:48 -05:00
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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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2014-06-24 17:57:29 -04:00
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layout(location = 4) in vec2 SecondTexcoord;
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2014-06-24 17:17:41 -04:00
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2014-03-26 13:12:05 -04:00
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out vec3 nor;
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2014-01-11 19:26:18 -05:00
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out vec2 uv;
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2014-01-25 19:33:13 -05:00
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out vec2 uv_bis;
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2014-04-10 11:34:57 -04:00
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out vec4 color;
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2014-02-28 11:29:05 -05:00
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2014-01-11 17:57:48 -05:00
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void main(void)
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{
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2014-04-10 11:34:57 -04:00
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color = Color.zyxw;
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mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
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mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
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2014-01-11 17:57:48 -05:00
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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2014-03-26 13:12:05 -04:00
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nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
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uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
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uv_bis = SecondTexcoord;
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2014-01-11 17:57:48 -05:00
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}
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