50 lines
1.1 KiB
GLSL
50 lines
1.1 KiB
GLSL
layout (std140) uniform MatrixesData
|
|
{
|
|
mat4 ViewMatrix;
|
|
mat4 ProjectionMatrix;
|
|
mat4 InverseViewMatrix;
|
|
mat4 InverseProjectionMatrix;
|
|
mat4 ShadowViewProjMatrixes[4];
|
|
};
|
|
|
|
uniform mat4 ModelMatrix;
|
|
uniform mat4 InverseModelMatrix;
|
|
|
|
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;
|
|
in vec4 Color;
|
|
out vec3 nor;
|
|
out vec2 uv;
|
|
out vec2 uv_bis;
|
|
out vec4 color;
|
|
#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)
|
|
{
|
|
color = Color.zyxw;
|
|
mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
|
|
mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
|
|
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
|
|
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
|
|
uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
|
|
uv_bis = SecondTexcoord;
|
|
}
|