stk-code_catmod/data/shaders/instanced_object_pass.vert

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#ifdef Explicit_Attrib_Location_Usable
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;
layout(location = 10) in vec4 misc_data;
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#ifdef Use_Bindless_Texture
layout(location = 11) in sampler2D Handle;
layout(location = 12) in sampler2D SecondHandle;
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layout(location = 13) in sampler2D ThirdHandle;
layout(location = 14) in sampler2D FourthHandle;
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#endif
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#else
in vec3 Position;
in vec3 Normal;
in vec4 Color;
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in vec2 Texcoord;
in vec2 SecondTexcoord;
in vec3 Tangent;
in vec3 Bitangent;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
in vec4 misc_data;
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#endif
out vec3 nor;
out vec3 tangent;
out vec3 bitangent;
out vec2 uv;
out vec2 uv_bis;
out vec4 color;
flat out vec2 color_change;
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#ifdef Use_Bindless_Texture
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flat out sampler2D handle;
flat out sampler2D secondhandle;
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flat out sampler2D thirdhandle;
flat out sampler2D fourthhandle;
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#endif
#stk_include "utils/getworldmatrix.vert"
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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.);
// Keep orthogonality
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
// Keep direction
tangent = (ViewMatrix * ModelMatrix * vec4(Tangent, 0.)).xyz;
bitangent = (ViewMatrix * ModelMatrix * vec4(Bitangent, 0.)).xyz;
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uv = vec2(Texcoord.x + misc_data.x, Texcoord.y + misc_data.y);
uv_bis = SecondTexcoord;
color = Color.zyxw;
color_change = misc_data.zw;
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#ifdef Use_Bindless_Texture
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handle = Handle;
secondhandle = SecondHandle;
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thirdhandle = ThirdHandle;
fourthhandle = FourthHandle;
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#endif
}