#ifdef UBO_DISABLED uniform mat4 ViewMatrix; uniform mat4 ProjectionMatrix; uniform mat4 InverseViewMatrix; uniform mat4 InverseProjectionMatrix; #else layout (std140) uniform MatrixesData { mat4 ViewMatrix; mat4 ProjectionMatrix; mat4 InverseViewMatrix; mat4 InverseProjectionMatrix; mat4 ShadowViewProjMatrixes[4]; }; #endif in vec3 Origin; in vec3 Orientation; in vec3 Scale; in vec3 Position; in vec3 Normal; in vec2 Texcoord; out vec3 nor; out vec2 uv; 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); mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix); gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(Position, 1.); nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz; uv = Texcoord; }