30 lines
576 B
GLSL
30 lines
576 B
GLSL
uniform mat4 ModelMatrix;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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#else
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in vec3 Position;
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in vec2 Texcoord;
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#endif
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#ifdef VSLayer
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out vec2 uv;
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#else
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out vec2 tc;
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out int layerId;
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#endif
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void main(void)
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{
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#ifdef VSLayer
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gl_Layer = gl_InstanceID & 3;
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uv = Texcoord;
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gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.);
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#else
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layerId = gl_InstanceID & 3;
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tc = Texcoord;
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gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.);
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#endif
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}
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