stk-code_catmod/data/shaders/instanced_grass.vert

64 lines
1.5 KiB
GLSL

uniform vec3 windDir;
uniform mat4 ViewProjectionMatrix;
uniform mat4 ViewMatrix;
in vec3 Origin;
in vec3 Orientation;
in vec3 Position;
in vec3 Normal;
in vec2 Texcoord;
in vec4 Color;
out vec3 nor;
out vec2 uv;
mat4 getWorldMatrix(vec3 origin, vec3 rotation)
{
// from irrlicht
float cr = cos( rotation.z );
float sr = sin( rotation.z );
float cp = cos( rotation.x );
float sp = sin( rotation.x );
float cy = cos( rotation.y );
float sy = sin( rotation.y );
float srsp = sr*sp;
float crsp = cr*sp;
// rotation part
mat4 result = mat4(
vec4(cp * cy, srsp * cy - cr * sy, crsp * cy + sr * sy, 0.),
vec4(cp * sy, srsp * sy + cr * cy, crsp * sy - sr * cy, 0.),
vec4(-sp, sr * cp, cr * cp, 0.),
vec4(0., 0., 0., 1.));
// translation
result[3].xyz += origin;
return result;
/* M[0] = (T)( cp*cy );
M[1] = (T)( cp*sy );
M[2] = (T)( -sp );
const f64 srsp = sr*sp;
const f64 crsp = cr*sp;
M[4] = (T)( srsp*cy-cr*sy );
M[5] = (T)( srsp*sy+cr*cy );
M[6] = (T)( sr*cp );
M[8] = (T)( crsp*cy+sr*sy );
M[9] = (T)( crsp*sy-sr*cy );
M[10] = (T)( cr*cp );*/
}
void main()
{
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation);
mat4 TransposeInverseModelView = transpose(inverse(ViewMatrix * ModelMatrix));
gl_Position = ViewProjectionMatrix * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
uv = Texcoord;
}