2014-03-16 11:26:38 -04:00
|
|
|
uniform mat4 ViewProjectionMatrix;
|
2014-03-28 20:22:08 -04:00
|
|
|
uniform mat4 InverseViewMatrix;
|
2014-03-16 11:26:38 -04:00
|
|
|
|
|
|
|
in vec3 Origin;
|
|
|
|
in vec3 Orientation;
|
|
|
|
|
|
|
|
in vec3 Position;
|
|
|
|
in vec3 Normal;
|
2014-03-23 14:28:07 -04:00
|
|
|
in vec2 Texcoord;
|
|
|
|
|
2014-03-16 11:26:38 -04:00
|
|
|
out vec3 nor;
|
2014-03-23 14:28:07 -04:00
|
|
|
out vec2 uv;
|
2014-03-16 11:26:38 -04:00
|
|
|
|
2014-03-28 20:22:08 -04:00
|
|
|
mat4 getWorldMatrix(vec3 translation, vec3 rotation);
|
|
|
|
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation);
|
|
|
|
|
2014-03-16 11:26:38 -04:00
|
|
|
void main(void)
|
|
|
|
{
|
2014-03-28 20:22:08 -04:00
|
|
|
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation);
|
|
|
|
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation) * InverseViewMatrix);
|
2014-03-16 11:26:38 -04:00
|
|
|
gl_Position = ViewProjectionMatrix * ModelMatrix * vec4(Position, 1.);
|
|
|
|
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
|
2014-03-23 14:28:07 -04:00
|
|
|
uv = Texcoord;
|
2014-03-16 11:26:38 -04:00
|
|
|
}
|