948c5e8aa2
Should help implementing basevertex later, and simplify vao creation a lot.
28 lines
661 B
GLSL
28 lines
661 B
GLSL
uniform mat4 ModelMatrix;
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uniform mat4 InverseModelMatrix;
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uniform mat4 RSMMatrix;
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uniform mat4 TextureMatrix =
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mat4(1., 0., 0., 0.,
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0., 1., 0., 0.,
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0., 0., 1., 0.,
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0., 0., 0., 1.);
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 3) in vec2 Texcoord;
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out vec3 nor;
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out vec2 uv;
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void main(void)
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{
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mat4 ModelViewProjectionMatrix = RSMMatrix * ModelMatrix;
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mat4 TransposeInverseModel = transpose(InverseModelMatrix);
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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nor = (vec4(Normal, 0.)).xyz;
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uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
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}
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