43 lines
1.1 KiB
GLSL
43 lines
1.1 KiB
GLSL
uniform vec3 wind_direction;
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layout(location = 0) in vec3 i_position;
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#if defined(Converts_10bit_Vector)
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layout(location = 1) in vec4 i_normal_orig;
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#else
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layout(location = 1) in vec4 i_normal;
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#endif
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layout(location = 2) in vec4 i_color;
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layout(location = 3) in vec2 i_uv;
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layout(location = 8) in vec3 i_origin;
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layout(location = 9) in vec4 i_rotation;
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layout(location = 10) in vec4 i_scale;
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layout(location = 12) in ivec2 i_misc_data;
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#stk_include "utils/get_world_location.vert"
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out vec3 normal;
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out vec2 uv;
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out float hue_change;
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void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_normal = convert10BitVector(i_normal_orig);
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#endif
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vec3 test = sin(wind_direction * (i_position.y * 0.1));
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test += cos(wind_direction) * 0.7;
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vec4 world_position = getWorldPosition(i_origin + test * i_color.r,
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i_rotation, i_scale.xyz, i_position);
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vec3 world_normal = rotateVector(i_rotation, i_normal.xyz);
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normal = (u_view_matrix * vec4(world_normal, 0.0)).xyz;
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uv = i_uv;
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hue_change = float(i_misc_data.y) * 0.01;
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gl_Position = u_projection_view_matrix * world_position;
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}
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