d932451295
It will should be determined by colorization mask in fragment shader
56 lines
1.4 KiB
GLSL
56 lines
1.4 KiB
GLSL
uniform vec3 windDir;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 7) in vec3 Origin;
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layout(location = 8) in vec3 Orientation;
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layout(location = 9) in vec3 Scale;
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layout(location = 10) in vec4 misc_data;
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#ifdef Use_Bindless_Texture
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layout(location = 11) in sampler2D Handle;
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layout(location = 12) in sampler2D SecondHandle;
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layout(location = 13) in sampler2D ThirdHandle;
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#endif
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec4 Color;
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in vec2 Texcoord;
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in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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in vec4 misc_data;
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#endif
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out vec3 nor;
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out vec2 uv;
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flat out vec2 color_change;
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#ifdef Use_Bindless_Texture
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flat out sampler2D handle;
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flat out sampler2D secondhandle;
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flat out sampler2D thirdhandle;
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#endif
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#stk_include "utils/getworldmatrix.vert"
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void main()
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{
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mat4 ModelMatrix = getWorldMatrix(Origin + windDir * Color.r, Orientation, Scale);
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mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin + windDir * Color.r, Orientation, Scale) * InverseViewMatrix);
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gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
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nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
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uv = Texcoord;
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color_change = misc_data.zw;
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#ifdef Use_Bindless_Texture
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handle = Handle;
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secondhandle = SecondHandle;
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thirdhandle = ThirdHandle;
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#endif
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}
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