57 lines
1.1 KiB
GLSL
57 lines
1.1 KiB
GLSL
uniform int layer;
|
|
|
|
#ifdef Explicit_Attrib_Location_Usable
|
|
layout(location = 0) in vec3 Position;
|
|
layout(location = 3) in vec2 Texcoord;
|
|
|
|
layout(location = 7) in vec3 Origin;
|
|
layout(location = 8) in vec3 Orientation;
|
|
layout(location = 9) in vec3 Scale;
|
|
#ifdef Use_Bindless_Texture
|
|
layout(location = 11) in uvec2 Handle;
|
|
#endif
|
|
|
|
#else
|
|
in vec3 Position;
|
|
in vec2 Texcoord;
|
|
|
|
in vec3 Origin;
|
|
in vec3 Orientation;
|
|
in vec3 Scale;
|
|
#endif
|
|
|
|
#ifdef VSLayer
|
|
out vec2 uv;
|
|
#ifdef Use_Bindless_Texture
|
|
flat out uvec2 handle;
|
|
#endif
|
|
#else
|
|
out vec2 tc;
|
|
out int layerId;
|
|
#ifdef Use_Bindless_Texture
|
|
flat out uvec2 hdle;
|
|
#endif
|
|
#endif
|
|
|
|
#stk_include "utils/getworldmatrix.vert"
|
|
|
|
void main(void)
|
|
{
|
|
mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
|
|
#ifdef VSLayer
|
|
gl_Layer = layer;
|
|
gl_Position = u_shadow_projection_view_matrices[gl_Layer] * ModelMatrix * vec4(Position, 1.);
|
|
uv = Texcoord;
|
|
#ifdef Use_Bindless_Texture
|
|
handle = Handle;
|
|
#endif
|
|
#else
|
|
layerId = layer;
|
|
gl_Position = u_shadow_projection_view_matrices[layerId] * ModelMatrix * vec4(Position, 1.);
|
|
tc = Texcoord;
|
|
#ifdef Use_Bindless_Texture
|
|
hdle = Handle;
|
|
#endif
|
|
#endif
|
|
}
|