f679078e75
Already working race with disabled advanced lighting :)
63 lines
1.8 KiB
GLSL
63 lines
1.8 KiB
GLSL
uniform mat4 ModelMatrix;
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uniform mat4 InverseModelMatrix;
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uniform mat4 TextureMatrix;
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#if __VERSION__ >= 330
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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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#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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#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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void main(void)
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{
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mat4 DefaultMatrix = mat4(1., 0., 0., 0.,
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0., 1., 0., 0.,
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0., 0., 1., 0.,
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0., 0., 0., 1.);
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mat4 ModelMatrixCurr = ModelMatrix;
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mat4 InverseModelMatrixCurr = InverseModelMatrix;
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mat4 TextureMatrixCurr = TextureMatrix;
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if (ModelMatrixCurr == mat4(0.0))
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ModelMatrixCurr = DefaultMatrix;
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if (InverseModelMatrixCurr == mat4(0.0))
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InverseModelMatrixCurr = DefaultMatrix;
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if (TextureMatrixCurr == mat4(0.0))
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TextureMatrixCurr = DefaultMatrix;
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color = Color.zyxw;
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mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrixCurr;
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mat4 TransposeInverseModelView = transpose(InverseModelMatrixCurr * InverseViewMatrix);
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gl_Position = ModelViewProjectionMatrix * 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 * ModelMatrixCurr * vec4(Tangent, 0.)).xyz;
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bitangent = (ViewMatrix * ModelMatrixCurr * vec4(Bitangent, 0.)).xyz;
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uv = (TextureMatrixCurr * vec4(Texcoord, 1., 1.)).xy;
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uv_bis = SecondTexcoord;
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}
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