stk-code_catmod/data/shaders/object_pass.vert
Deve f679078e75 Port some basic shaders to use #stk_include.
Already working race with disabled advanced lighting :)
2016-06-26 16:39:34 +02:00

63 lines
1.8 KiB
GLSL

uniform mat4 ModelMatrix;
uniform mat4 InverseModelMatrix;
uniform mat4 TextureMatrix;
#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;
#else
in vec3 Position;
in vec3 Normal;
in vec4 Color;
in vec2 Texcoord;
in vec2 SecondTexcoord;
in vec3 Tangent;
in vec3 Bitangent;
#endif
out vec3 nor;
out vec3 tangent;
out vec3 bitangent;
out vec2 uv;
out vec2 uv_bis;
out vec4 color;
void main(void)
{
mat4 DefaultMatrix = mat4(1., 0., 0., 0.,
0., 1., 0., 0.,
0., 0., 1., 0.,
0., 0., 0., 1.);
mat4 ModelMatrixCurr = ModelMatrix;
mat4 InverseModelMatrixCurr = InverseModelMatrix;
mat4 TextureMatrixCurr = TextureMatrix;
if (ModelMatrixCurr == mat4(0.0))
ModelMatrixCurr = DefaultMatrix;
if (InverseModelMatrixCurr == mat4(0.0))
InverseModelMatrixCurr = DefaultMatrix;
if (TextureMatrixCurr == mat4(0.0))
TextureMatrixCurr = DefaultMatrix;
color = Color.zyxw;
mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrixCurr;
mat4 TransposeInverseModelView = transpose(InverseModelMatrixCurr * InverseViewMatrix);
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
// Keep orthogonality
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
// Keep direction
tangent = (ViewMatrix * ModelMatrixCurr * vec4(Tangent, 0.)).xyz;
bitangent = (ViewMatrix * ModelMatrixCurr * vec4(Bitangent, 0.)).xyz;
uv = (TextureMatrixCurr * vec4(Texcoord, 1., 1.)).xy;
uv_bis = SecondTexcoord;
}