uniform int layer; uniform vec3 windDir; #if __VERSION__ >= 330 layout(location = 0) in vec3 Position; layout(location = 2) in vec4 Color; layout(location = 3) in vec2 Texcoord; 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 #else in vec3 Position; in vec4 Color; in vec2 Texcoord; in vec3 Origin; in vec3 Orientation; in vec3 Scale; #endif #ifdef VSLayer out vec2 uv; #ifdef Use_Bindless_Texture flat out uvec2 handle; #endif #else out vec2 tc; out int layerId; #ifdef Use_Bindless_Texture flat out uvec2 hdle; #endif #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); #ifdef VSLayer gl_Layer = layer; gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.); uv = Texcoord; #ifdef Use_Bindless_Texture handle = Handle; #endif #else layerId = layer; gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.); tc = Texcoord; #ifdef Use_Bindless_Texture hdle = Handle; #endif #endif }