stk-code_catmod/data/shaders/grass_pass.vert

37 lines
1.0 KiB
GLSL

uniform vec3 windDir;
uniform mat4 ModelMatrix;
uniform mat4 InverseModelMatrix;
#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;
#else
in vec3 Position;
in vec3 Normal;
in vec4 Color;
in vec2 Texcoord;
#endif
out vec3 nor;
out vec2 uv;
void main()
{
mat4 new_model_matrix = ModelMatrix;
mat4 new_inverse_model_matrix = InverseModelMatrix;
new_model_matrix[3].xyz += windDir * Color.r;
// FIXME doesn't seem to make too much difference in pass 2, because this
// affects "nor" which is later only * 0.1 by scattering
new_inverse_model_matrix[3].xyz -= windDir * Color.r;
mat4 ModelViewProjectionMatrix = ProjectionViewMatrix * new_model_matrix;
mat4 TransposeInverseModelView = transpose(InverseViewMatrix * new_inverse_model_matrix);
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
uv = Texcoord;
}