stk-code_catmod/data/shaders/instanced_grass.vert
2014-03-29 01:22:08 +01:00

27 lines
725 B
GLSL

uniform vec3 windDir;
uniform mat4 ViewProjectionMatrix;
uniform mat4 InverseViewMatrix;
in vec3 Origin;
in vec3 Orientation;
in vec3 Position;
in vec3 Normal;
in vec2 Texcoord;
in vec4 Color;
out vec3 nor;
out vec2 uv;
mat4 getWorldMatrix(vec3 translation, vec3 rotation);
mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation);
void main()
{
mat4 ModelMatrix = getWorldMatrix(Origin + windDir * Color.r, Orientation);
mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin + windDir * Color.r, Orientation) * InverseViewMatrix);
gl_Position = ViewProjectionMatrix * ModelMatrix * vec4(Position, 1.);
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
uv = Texcoord;
}