stk-code_catmod/data/shaders/object_pass.vert
2014-03-26 19:04:46 +01:00

35 lines
760 B
GLSL

uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
uniform mat4 TextureMatrix =
mat4(1., 0., 0., 0.,
0., 1., 0., 0.,
0., 0., 1., 0.,
0., 0., 0., 1.);
#if __VERSION__ >= 130
in vec3 Position;
in vec2 Texcoord;
in vec2 SecondTexcoord;
in vec3 Normal;
out vec3 nor;
out vec2 uv;
out vec2 uv_bis;
#else
attribute vec3 Position;
attribute vec3 Normal;
attribute vec2 Texcoord;
attribute vec2 SecondTexcoord;
varying vec3 nor;
varying vec2 uv;
varying vec2 uv_bis;
#endif
void main(void)
{
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
uv_bis = SecondTexcoord;
}