stk-code_catmod/data/shaders/sp_grass_pass.vert

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GLSL
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uniform vec3 wind_direction;
layout(location = 0) in vec3 i_position;
#if defined(Converts_10bit_Vector)
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layout(location = 1) in vec4 i_normal_orig;
#else
layout(location = 1) in vec4 i_normal;
#endif
layout(location = 2) in vec4 i_color;
layout(location = 3) in vec2 i_uv;
layout(location = 8) in vec3 i_origin;
layout(location = 9) in vec4 i_rotation;
layout(location = 10) in vec4 i_scale;
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layout(location = 12) in ivec2 i_misc_data;
#stk_include "utils/get_world_location.vert"
out vec3 normal;
out vec2 uv;
out float hue_change;
void main()
{
#if defined(Converts_10bit_Vector)
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vec4 i_normal = convert10BitVector(i_normal_orig);
#endif
vec3 test = sin(wind_direction * (i_position.y * 0.1));
test += cos(wind_direction) * 0.7;
vec4 world_position = getWorldPosition(i_origin + test * i_color.r,
i_rotation, i_scale.xyz, i_position);
vec3 world_normal = rotateVector(i_rotation, i_normal.xyz);
normal = (u_view_matrix * vec4(world_normal, 0.0)).xyz;
uv = i_uv;
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hue_change = float(i_misc_data.y) * 0.01;
gl_Position = u_projection_view_matrix * world_position;
}