#include "utils/spm_layout.h" #include "utils/get_vertex_color.h" #include "../utils/get_world_location.vert" void main() { vec4 v_world_position = getWorldPosition( u_object_buffer.m_objects[gl_InstanceIndex].m_translation, u_object_buffer.m_objects[gl_InstanceIndex].m_rotation, u_object_buffer.m_objects[gl_InstanceIndex].m_scale, v_position); gl_Position = u_camera.m_projection_view_matrix * v_world_position; f_vertex_color = v_color.zyxw * getVertexColor( u_object_buffer.m_objects[gl_InstanceIndex].m_custom_vertex_color); f_uv = v_uv + u_object_buffer.m_objects[gl_InstanceIndex].m_texture_trans; f_uv_two = v_uv_two; f_material_id = u_object_buffer.m_objects[gl_InstanceIndex].m_material_id; #ifdef BIND_MESH_TEXTURES_AT_ONCE if (f_material_id < 0) f_material_id = u_material_ids.m_material_id[gl_DrawIDARB]; #endif f_hue_change = u_object_buffer.m_objects[gl_InstanceIndex].m_hue_change; }