uniform vec3 windDir; #if __VERSION__ >= 330 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 = 7) in vec3 Origin; layout(location = 8) in vec3 Orientation; layout(location = 9) in vec3 Scale; #ifdef Use_Bindless_Texture layout(location = 10) in sampler2D Handle; layout(location = 11) in sampler2D SecondHandle; #endif #else in vec3 Position; in vec3 Normal; in vec4 Color; in vec2 Texcoord; in vec3 Origin; in vec3 Orientation; in vec3 Scale; #endif out vec3 nor; out vec2 uv; #ifdef Use_Bindless_Texture flat out sampler2D handle; flat out sampler2D secondhandle; #endif 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 = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.); nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz; uv = Texcoord; #ifdef Use_Bindless_Texture handle = Handle; secondhandle = SecondHandle; #endif }