61 lines
1.7 KiB
GLSL
61 lines
1.7 KiB
GLSL
#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 = 4) in vec2 SecondTexcoord;
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layout(location = 5) in vec3 Tangent;
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layout(location = 6) in vec3 Bitangent;
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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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#ifdef GL_ARB_bindless_texture
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layout(location = 10) in sampler2D Handle;
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layout(location = 11) in sampler2D SecondHandle;
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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 Tangent;
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in vec3 Bitangent;
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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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#endif
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out vec3 nor;
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out vec3 tangent;
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out vec3 bitangent;
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out vec2 uv;
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out vec2 uv_bis;
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out vec4 color;
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#ifdef GL_ARB_bindless_texture
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flat out sampler2D handle;
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flat out sampler2D secondhandle;
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#endif
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mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
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void main(void)
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{
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mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
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mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, 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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tangent = (TransposeInverseModelView * vec4(Tangent, 1.)).xyz;
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bitangent = (TransposeInverseModelView * vec4(Bitangent, 1.)).xyz;
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uv = Texcoord;
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uv_bis = SecondTexcoord;
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color = Color.zyxw;
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#ifdef GL_ARB_bindless_texture
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handle = Handle;
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secondhandle = SecondHandle;
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#endif
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}
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