stk-code_catmod/data/shaders/rsm.vert
2014-08-07 22:45:25 +02:00

32 lines
730 B
GLSL

uniform mat4 ModelMatrix;
uniform mat4 RSMMatrix;
uniform mat4 TextureMatrix;
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord;
#else
in vec3 Position;
in vec3 Normal;
in vec4 Color;
in vec2 Texcoord;
#endif
out vec3 nor;
out vec2 uv;
out vec4 color;
void main(void)
{
mat4 ModelViewProjectionMatrix = RSMMatrix * ModelMatrix;
mat4 TransposeInverseModel = transpose(inverse(ModelMatrix));
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
nor = (TransposeInverseModel * vec4(Normal, 0.)).xyz;
uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
color = Color.zyxw;
}