60 lines
1.3 KiB
GLSL
60 lines
1.3 KiB
GLSL
uniform int layer;
|
|
|
|
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;
|
|
#ifdef Use_Bindless_Texture
|
|
layout(location = 10) in uvec2 Handle;
|
|
#endif
|
|
|
|
#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;
|
|
#ifdef Use_Bindless_Texture
|
|
flat out uvec2 handle;
|
|
#endif
|
|
#else
|
|
out vec2 tc;
|
|
out int layerId;
|
|
#ifdef Use_Bindless_Texture
|
|
flat out uvec2 hdle;
|
|
#endif
|
|
#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 = layer;
|
|
gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
|
|
uv = Texcoord;
|
|
#ifdef Use_Bindless_Texture
|
|
handle = Handle;
|
|
#endif
|
|
#else
|
|
layerId = layer;
|
|
gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position + windDir * Color.r, 1.);
|
|
tc = Texcoord;
|
|
#ifdef Use_Bindless_Texture
|
|
hdle = Handle;
|
|
#endif
|
|
#endif
|
|
} |