uniform vec3 windDir; uniform mat4 ViewProjectionMatrix; uniform mat4 InverseViewMatrix; in vec3 Origin; in vec3 Orientation; in vec3 Scale; in vec3 Position; in vec3 Normal; in vec2 Texcoord; in vec4 Color; out vec3 nor; out vec2 uv; mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale); mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale); void main() { mat4 ModelMatrix = getWorldMatrix(Origin + windDir * Color.r, Orientation, Scale); mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin + windDir * Color.r, Orientation, Scale) * InverseViewMatrix); gl_Position = ViewProjectionMatrix * ModelMatrix * vec4(Position, 1.); nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz; uv = Texcoord; }