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.
23 lines
510 B
GLSL
23 lines
510 B
GLSL
uniform mat4 ModelMatrix;
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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 = 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 vec2 Texcoord;
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in vec2 SecondTexcoord;
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#endif
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out vec2 uv;
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out vec2 uv_bis;
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out float camdist;
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void main() {
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gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
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uv = Texcoord;
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uv_bis = SecondTexcoord;
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camdist = length(ViewMatrix * ModelMatrix * vec4(Position, 1.));
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}
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