stk-code_catmod/data/shaders/instanced_rsm.vert
2014-12-18 22:09:14 +01:00

40 lines
1.1 KiB
GLSL

uniform mat4 RSMMatrix;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord;
layout(location = 4) in vec2 SecondTexcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#ifdef Use_Bindless_Texture
layout(location = 10) in uvec2 Handle;
#endif
out vec3 nor;
out vec2 uv;
out vec2 uv_bis;
out vec4 color;
#ifdef Use_Bindless_Texture
flat out uvec2 handle;
#endif
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 ModelViewProjectionMatrix = RSMMatrix * ModelMatrix;
mat4 TransposeInverseModel = transpose(inverse(ModelMatrix));
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
nor = (TransposeInverseModel * vec4(Normal, 0.)).xyz;
uv = Texcoord;
color = Color.zyxw;
#ifdef Use_Bindless_Texture
handle = Handle;
#endif
}