stk-code_catmod/data/shaders/sp_grass_shadow.vert

25 lines
669 B
GLSL

uniform int layer;
uniform vec3 wind_direction;
layout(location = 0) in vec3 i_position;
layout(location = 2) in vec4 i_color;
layout(location = 3) in vec2 i_uv;
layout(location = 8) in vec3 i_origin;
layout(location = 9) in vec4 i_rotation;
layout(location = 10) in vec4 i_scale;
#stk_include "utils/get_world_location.vert"
out vec2 uv;
void main()
{
vec3 test = sin(wind_direction * (i_position.y * 0.1));
test += cos(wind_direction) * 0.7;
vec4 world_position = getWorldPosition(i_origin + test * i_color.r,
i_rotation, i_scale.xyz, i_position);
uv = i_uv;
gl_Position = u_shadow_projection_view_matrices[layer] * world_position;
}