#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 = 4) in vec2 SecondTexcoord; layout(location = 5) in vec3 Tangent; layout(location = 6) in vec3 Bitangent; 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; layout(location = 13) in sampler2D ThirdHandle; #endif #else in vec3 Position; in vec3 Normal; in vec4 Color; in vec2 Texcoord; in vec2 SecondTexcoord; in vec3 Tangent; in vec3 Bitangent; in vec3 Origin; in vec3 Orientation; in vec3 Scale; #endif out vec3 nor; out vec3 tangent; out vec3 bitangent; out vec2 uv; out vec2 uv_bis; out vec4 color; #ifdef Use_Bindless_Texture flat out sampler2D handle; flat out sampler2D secondhandle; flat out sampler2D thirdhandle; #endif #stk_include "utils/getworldmatrix.vert" void main(void) { mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale); mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix); gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.); // Keep orthogonality nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz; // Keep direction tangent = (ViewMatrix * ModelMatrix * vec4(Tangent, 0.)).xyz; bitangent = (ViewMatrix * ModelMatrix * vec4(Bitangent, 0.)).xyz; uv = Texcoord; uv_bis = SecondTexcoord; color = Color.zyxw; #ifdef Use_Bindless_Texture handle = Handle; secondhandle = SecondHandle; thirdhandle = ThirdHandle; #endif }