stk-code_catmod/data/shaders/grass_pass.vert
vlj 948c5e8aa2 Use explicit attribute location.
Should help implementing basevertex later, and simplify vao creation a
lot.
2014-06-24 23:17:41 +02:00

21 lines
459 B
GLSL

uniform vec3 windDir;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec4 Color;
layout(location = 3) in vec2 Texcoord;
out vec3 nor;
out vec2 uv;
void main()
{
uv = Texcoord;
nor = (TransposeInverseModelView * vec4(Normal, 1.)).xyz;
gl_Position = ModelViewProjectionMatrix * vec4(Position + windDir * Color.r, 1.);
}