layout(location = 0) in vec3 i_position; #if defined(Converts_10bit_Vector) layout(location = 1) in vec4 i_normal_orig; #else layout(location = 1) in vec4 i_normal; #endif layout(location = 2) in vec4 i_color; layout(location = 3) in vec2 i_uv; layout(location = 4) in vec2 i_uv_two; #if defined(Converts_10bit_Vector) layout(location = 5) in vec4 i_tangent_orig; #else layout(location = 5) in vec4 i_tangent; #endif 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; layout(location = 11) in vec2 i_texture_trans; layout(location = 12) in ivec2 i_misc_data; #if defined(Use_Bindless_Texture) layout(location = 13) in uvec4 i_bindless_texture_0; layout(location = 14) in uvec4 i_bindless_texture_1; layout(location = 15) in uvec4 i_bindless_texture_2; #elif defined(Use_Array_Texture) layout(location = 13) in uvec4 i_array_texture_0; layout(location = 14) in uvec2 i_array_texture_1; #endif #stk_include "utils/get_world_location.vert" out vec3 tangent; out vec3 bitangent; out vec3 normal; out vec2 uv; out vec2 uv_two; out vec4 color; out float camdist; flat out float hue_change; #if defined(Use_Bindless_Texture) flat out sampler2D tex_layer_0; flat out sampler2D tex_layer_1; flat out sampler2D tex_layer_2; flat out sampler2D tex_layer_3; flat out sampler2D tex_layer_4; flat out sampler2D tex_layer_5; #elif defined(Use_Array_Texture) flat out float array_0; flat out float array_1; flat out float array_2; flat out float array_3; flat out float array_4; flat out float array_5; #endif void main() { #if defined(Converts_10bit_Vector) vec4 i_normal = convert10BitVector(i_normal_orig); vec4 i_tangent = convert10BitVector(i_tangent_orig); vec4 i_rotation = convert10BitVector(i_rotation_orig); #endif #if defined(Use_Bindless_Texture) tex_layer_0 = sampler2D(i_bindless_texture_0.xy); tex_layer_1 = sampler2D(i_bindless_texture_0.zw); tex_layer_2 = sampler2D(i_bindless_texture_1.xy); tex_layer_3 = sampler2D(i_bindless_texture_1.zw); tex_layer_4 = sampler2D(i_bindless_texture_2.xy); tex_layer_5 = sampler2D(i_bindless_texture_2.zw); #elif defined(Use_Array_Texture) array_0 = float(i_array_texture_0.x); array_1 = float(i_array_texture_0.y); array_2 = float(i_array_texture_0.z); array_3 = float(i_array_texture_0.w); array_4 = float(i_array_texture_1.x); array_5 = float(i_array_texture_1.y); #endif vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w)); vec4 world_position = getWorldPosition(i_origin, quaternion, i_scale.xyz, i_position); vec3 world_normal = rotateVector(quaternion, i_normal.xyz); vec3 world_tangent = rotateVector(quaternion, i_tangent.xyz); tangent = (u_view_matrix * vec4(world_tangent, 0.0)).xyz; bitangent = (u_view_matrix * // bitangent sign vec4(cross(world_normal, world_tangent) * i_tangent.w, 0.0) ).xyz; normal = (u_view_matrix * vec4(world_normal, 0.0)).xyz; uv = vec2(i_uv.x + (i_texture_trans.x * i_normal.w), i_uv.y + (i_texture_trans.y * i_normal.w)); uv_two = i_uv_two; color = i_color.zyxw; camdist = length(u_view_matrix * world_position); hue_change = float(i_misc_data.y) * 0.01; gl_Position = u_projection_view_matrix * world_position; }