18 lines
401 B
GLSL
18 lines
401 B
GLSL
in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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in vec3 Position;
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in vec2 Texcoord;
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out vec2 tc;
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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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gl_Position = ModelMatrix * vec4(Position, 1.);
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tc = Texcoord;
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} |