stk-code_catmod/data/shaders/instanciedgrassshadow.vert

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GLSL
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uniform int layer;
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uniform vec3 windDir;
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord;
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
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layout(location = 10) in uvec2 Handle;
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#endif
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#else
in vec3 Position;
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in vec4 Color;
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in vec2 Texcoord;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
#endif
#ifdef VSLayer
out vec2 uv;
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#ifdef GL_ARB_bindless_texture
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flat out uvec2 handle;
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#endif
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#else
out vec2 tc;
out int layerId;
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#ifdef GL_ARB_bindless_texture
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flat out uvec2 hdle;
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#endif
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#endif
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
void main(void)
{
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
#ifdef VSLayer
gl_Layer = layer;
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gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
uv = Texcoord;
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#ifdef GL_ARB_bindless_texture
handle = Handle;
#endif
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#else
layerId = layer;
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gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
tc = Texcoord;
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#ifdef GL_ARB_bindless_texture
hdle = Handle;
#endif
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#endif
}