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