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.
35 lines
896 B
GLSL
35 lines
896 B
GLSL
uniform mat4 ModelMatrix;
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uniform mat4 RSMMatrix;
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uniform vec2 texture_trans = vec2(0., 0.);
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#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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#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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#endif
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out vec3 nor;
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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 ModelViewProjectionMatrix = RSMMatrix * ModelMatrix;
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mat4 TransposeInverseModel = transpose(inverse(ModelMatrix));
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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nor = (TransposeInverseModel * vec4(Normal, 0.)).xyz;
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uv = vec2(Texcoord.x + texture_trans.x, Texcoord.y + texture_trans.y);
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uv_bis = SecondTexcoord;
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color = Color.zyxw;
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}
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