948c5e8aa2
Should help implementing basevertex later, and simplify vao creation a lot.
21 lines
459 B
GLSL
21 lines
459 B
GLSL
uniform vec3 windDir;
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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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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out vec3 nor;
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out vec2 uv;
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void main()
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{
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uv = Texcoord;
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nor = (TransposeInverseModelView * vec4(Normal, 1.)).xyz;
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gl_Position = ModelViewProjectionMatrix * vec4(Position + windDir * Color.r, 1.);
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}
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