948c5e8aa2
Should help implementing basevertex later, and simplify vao creation a lot.
39 lines
925 B
GLSL
39 lines
925 B
GLSL
layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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};
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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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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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#ifdef VSLayer
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out vec2 uv;
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#else
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out vec2 tc;
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out int layerId;
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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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#ifdef VSLayer
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gl_Layer = gl_InstanceID & 3;
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gl_Position = ShadowViewProjMatrixes[gl_Layer] * ModelMatrix * vec4(Position, 1.);
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uv = Texcoord;
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#else
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layerId = gl_InstanceID & 3;
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gl_Position = ShadowViewProjMatrixes[layerId] * ModelMatrix * vec4(Position, 1.);
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tc = Texcoord;
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#endif
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} |