28d85d7ba3
It allows to enable it easily in GLES renderer. And we check if this extension is available anyway because it's needed for shadows, so we can use it for other shaders too.
73 lines
2.0 KiB
GLSL
73 lines
2.0 KiB
GLSL
#ifdef Explicit_Attrib_Location_Usable
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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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layout(location = 4) in vec2 SecondTexcoord;
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layout(location = 5) in vec3 Tangent;
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layout(location = 6) in vec3 Bitangent;
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layout(location = 7) in vec3 Origin;
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layout(location = 8) in vec3 Orientation;
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layout(location = 9) in vec3 Scale;
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layout(location = 10) in vec4 misc_data;
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#ifdef Use_Bindless_Texture
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layout(location = 11) in sampler2D Handle;
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layout(location = 12) in sampler2D SecondHandle;
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layout(location = 13) in sampler2D ThirdHandle;
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layout(location = 14) in sampler2D FourthHandle;
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#endif
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec4 Color;
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in vec2 Texcoord;
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in vec2 SecondTexcoord;
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in vec3 Tangent;
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in vec3 Bitangent;
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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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in vec4 misc_data;
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#endif
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out vec3 nor;
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out vec3 tangent;
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out vec3 bitangent;
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out vec2 uv;
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out vec2 uv_bis;
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out vec4 color;
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flat out vec2 color_change;
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#ifdef Use_Bindless_Texture
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flat out sampler2D handle;
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flat out sampler2D secondhandle;
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flat out sampler2D thirdhandle;
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flat out sampler2D fourthhandle;
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#endif
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#stk_include "utils/getworldmatrix.vert"
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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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mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix);
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gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
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// Keep orthogonality
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nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
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// Keep direction
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tangent = (ViewMatrix * ModelMatrix * vec4(Tangent, 0.)).xyz;
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bitangent = (ViewMatrix * ModelMatrix * vec4(Bitangent, 0.)).xyz;
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uv = vec2(Texcoord.x + misc_data.x, Texcoord.y + misc_data.y);
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uv_bis = SecondTexcoord;
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color = Color.zyxw;
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color_change = misc_data.zw;
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#ifdef Use_Bindless_Texture
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handle = Handle;
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secondhandle = SecondHandle;
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thirdhandle = ThirdHandle;
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fourthhandle = FourthHandle;
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#endif
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}
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