uniform vec3 wind_direction; 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 = 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 = 12) in ivec2 i_misc_data; #stk_include "utils/get_world_location.vert" out vec3 normal; out vec2 uv; out float hue_change; void main() { #if defined(Converts_10bit_Vector) vec4 i_normal = convert10BitVector(i_normal_orig); vec4 i_rotation = convert10BitVector(i_rotation_orig); #endif vec3 test = sin(wind_direction * (i_position.y * 0.1)); test += cos(wind_direction) * 0.7; vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w)); vec4 world_position = getWorldPosition(i_origin + test * i_color.r, quaternion, i_scale.xyz, i_position); vec3 world_normal = rotateVector(quaternion, i_normal.xyz); normal = (u_view_matrix * vec4(world_normal, 0.0)).xyz; uv = i_uv; hue_change = float(i_misc_data.y) * 0.01; gl_Position = u_projection_view_matrix * world_position; }