24308ced03
gl_Layer in vertex shader, bindless and array textures
38 lines
935 B
GLSL
38 lines
935 B
GLSL
uniform int layer;
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uniform vec3 wind_direction;
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layout(location = 0) in vec3 i_position;
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layout(location = 2) in vec4 i_color;
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layout(location = 3) in vec2 i_uv;
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layout(location = 8) in vec3 i_origin;
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#if defined(Converts_10bit_Vector)
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layout(location = 9) in vec4 i_rotation_orig;
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#else
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layout(location = 9) in vec4 i_rotation;
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#endif
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layout(location = 10) in vec4 i_scale;
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#stk_include "utils/get_world_location.vert"
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out vec2 uv;
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void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_rotation = convert10BitVector(i_rotation_orig);
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#endif
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vec3 test = sin(wind_direction * (i_position.y * 0.1));
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test += cos(wind_direction) * 0.7;
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vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
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vec4 world_position = getWorldPosition(i_origin + test * i_color.r,
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quaternion, i_scale.xyz, i_position);
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uv = i_uv;
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gl_Position = u_shadow_projection_view_matrices[layer] * world_position;
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}
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