stk-code_catmod/data/shaders/instanced_object_pass.vert
2014-03-31 18:10:45 +02:00

26 lines
705 B
GLSL

uniform mat4 ViewProjectionMatrix;
uniform mat4 InverseViewMatrix;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
in vec3 Position;
in vec3 Normal;
in vec2 Texcoord;
out vec3 nor;
out vec2 uv;
mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
void main(void)
{
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix);
gl_Position = ViewProjectionMatrix * ModelMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
uv = Texcoord;
}