#ifdef GL_ES uniform mat4 ModelMatrix; uniform mat4 InverseModelMatrix; uniform vec2 texture_trans; #else uniform mat4 ModelMatrix = mat4(1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.); uniform mat4 InverseModelMatrix = mat4(1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.); uniform vec2 texture_trans = vec2(0., 0.); #endif #ifdef Explicit_Attrib_Location_Usable 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; #else in vec3 Position; in vec3 Normal; in vec4 Color; in vec2 Texcoord; in vec2 SecondTexcoord; in vec3 Tangent; in vec3 Bitangent; #endif out vec3 nor; out vec3 tangent; out vec3 bitangent; out vec2 uv; out vec2 uv_bis; out vec4 color; void main(void) { color = Color.zyxw; mat4 ModelViewProjectionMatrix = ProjectionViewMatrix * ModelMatrix; mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix); gl_Position = ModelViewProjectionMatrix * 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 = vec2(Texcoord.x + texture_trans.x, Texcoord.y + texture_trans.y); uv_bis = SecondTexcoord; }