uniform int layer; uniform vec3 wind_direction; layout(location = 0) in vec3 i_position; layout(location = 2) in vec4 i_color; layout(location = 3) in vec2 i_uv; layout(location = 8) in vec3 i_origin; #if defined(Converts_10bit_Vector) layout(location = 9) in vec4 i_rotation_orig; #else layout(location = 9) in vec4 i_rotation; #endif layout(location = 10) in vec4 i_scale; #stk_include "utils/get_world_location.vert" out vec2 uv; void main() { #if defined(Converts_10bit_Vector) vec4 i_rotation = convert10BitVector(i_rotation_orig); #endif vec3 test = sin(wind_direction * (i_position.y * 0.1)); test += cos(wind_direction) * 0.7; vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w)); vec4 world_position = getWorldPosition(i_origin + test * i_color.r, quaternion, i_scale.xyz, i_position); uv = i_uv; gl_Position = u_shadow_projection_view_matrices[layer] * world_position; }