stk-code_catmod/data/shaders/instanciedgrassshadow.vert

50 lines
1.2 KiB
GLSL

layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
};
uniform vec3 windDir;
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord;
layout(location = 7) in vec3 Origin;
layout(location = 8) in vec3 Orientation;
layout(location = 9) in vec3 Scale;
#else
in vec3 Position;
in vec4 Color;
in vec2 Texcoord;
in vec3 Origin;
in vec3 Orientation;
in vec3 Scale;
#endif
#ifdef VSLayer
out vec2 uv;
#else
out vec2 tc;
out int layerId;
#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);
#ifdef VSLayer
gl_Layer = gl_InstanceID & 3;
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
uv = Texcoord;
#else
layerId = gl_InstanceID & 3;
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
tc = Texcoord;
#endif
}