50 lines
1.3 KiB
GLSL
50 lines
1.3 KiB
GLSL
uniform vec3 windDir;
|
|
|
|
#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 = 7) in vec3 Origin;
|
|
layout(location = 8) in vec3 Orientation;
|
|
layout(location = 9) in vec3 Scale;
|
|
#ifdef GL_ARB_bindless_texture
|
|
layout(location = 10) in sampler2D Handle;
|
|
layout(location = 11) in sampler2D SecondHandle;
|
|
#endif
|
|
|
|
#else
|
|
in vec3 Position;
|
|
in vec3 Normal;
|
|
in vec4 Color;
|
|
in vec2 Texcoord;
|
|
|
|
in vec3 Origin;
|
|
in vec3 Orientation;
|
|
in vec3 Scale;
|
|
#endif
|
|
|
|
out vec3 nor;
|
|
out vec2 uv;
|
|
#ifdef GL_ARB_bindless_texture
|
|
flat out sampler2D handle;
|
|
flat out sampler2D secondhandle;
|
|
#endif
|
|
|
|
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
|
|
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
|
|
|
|
void main()
|
|
{
|
|
mat4 ModelMatrix = getWorldMatrix(Origin + windDir * Color.r, Orientation, Scale);
|
|
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin + windDir * Color.r, Orientation, Scale) * InverseViewMatrix);
|
|
gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
|
|
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
|
|
uv = Texcoord;
|
|
#ifdef GL_ARB_bindless_texture
|
|
handle = Handle;
|
|
secondhandle = SecondHandle;
|
|
#endif
|
|
}
|