08cb4b4297
Shouldn't make any difference since we don't rescale that much
67 lines
1.8 KiB
GLSL
67 lines
1.8 KiB
GLSL
#if __VERSION__ >= 330
|
|
layout(location = 0) in vec3 Position;
|
|
layout(location = 1) in vec3 Normal;
|
|
layout(location = 2) in vec4 Color;
|
|
layout(location = 3) in vec2 Texcoord;
|
|
layout(location = 4) in vec2 SecondTexcoord;
|
|
layout(location = 5) in vec3 Tangent;
|
|
layout(location = 6) in vec3 Bitangent;
|
|
|
|
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 sampler2D Handle;
|
|
layout(location = 11) in sampler2D SecondHandle;
|
|
layout(location = 13) in sampler2D ThirdHandle;
|
|
#endif
|
|
|
|
#else
|
|
in vec3 Position;
|
|
in vec3 Normal;
|
|
in vec4 Color;
|
|
in vec2 Texcoord;
|
|
in vec2 SecondTexcoord;
|
|
in vec3 Tangent;
|
|
in vec3 Bitangent;
|
|
|
|
in vec3 Origin;
|
|
in vec3 Orientation;
|
|
in vec3 Scale;
|
|
#endif
|
|
|
|
out vec3 nor;
|
|
out vec3 tangent;
|
|
out vec3 bitangent;
|
|
out vec2 uv;
|
|
out vec2 uv_bis;
|
|
out vec4 color;
|
|
#ifdef Use_Bindless_Texture
|
|
flat out sampler2D handle;
|
|
flat out sampler2D secondhandle;
|
|
flat out sampler2D thirdhandle;
|
|
#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);
|
|
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix);
|
|
gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
|
|
// Keep orthogonality
|
|
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
|
|
// Keep direction
|
|
tangent = (ViewMatrix * ModelMatrix * vec4(Tangent, 0.)).xyz;
|
|
bitangent = (ViewMatrix * ModelMatrix * vec4(Bitangent, 0.)).xyz;
|
|
uv = Texcoord;
|
|
uv_bis = SecondTexcoord;
|
|
color = Color.zyxw;
|
|
#ifdef Use_Bindless_Texture
|
|
handle = Handle;
|
|
secondhandle = SecondHandle;
|
|
thirdhandle = ThirdHandle;
|
|
#endif
|
|
}
|