uniform mat4 RSMMatrix; 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 = 7) in vec3 Origin; layout(location = 8) in vec3 Orientation; layout(location = 9) in vec3 Scale; #ifdef Use_Bindless_Texture layout(location = 10) in uvec2 Handle; #endif out vec3 nor; out vec2 uv; out vec2 uv_bis; out vec4 color; #ifdef Use_Bindless_Texture flat out uvec2 handle; #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); mat4 ModelViewProjectionMatrix = RSMMatrix * ModelMatrix; mat4 TransposeInverseModel = transpose(inverse(ModelMatrix)); gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); nor = (TransposeInverseModel * vec4(Normal, 0.)).xyz; uv = Texcoord; color = Color.zyxw; #ifdef Use_Bindless_Texture handle = Handle; #endif }