stk-code_catmod/data/shaders/object_pass.vert
Benau 60908c3e1d Try to use vec2 for texture translation only
In stk, only setTextureTranslate is used which modify 8,9 of
matrix array. Also don't update it when it is identity.
2016-11-28 10:41:27 +08:00

64 lines
1.7 KiB
GLSL

#ifdef GL_ES
uniform mat4 ModelMatrix;
uniform mat4 InverseModelMatrix;
uniform vec2 texture_trans;
#else
uniform mat4 ModelMatrix =
mat4(1., 0., 0., 0.,
0., 1., 0., 0.,
0., 0., 1., 0.,
0., 0., 0., 1.);
uniform mat4 InverseModelMatrix =
mat4(1., 0., 0., 0.,
0., 1., 0., 0.,
0., 0., 1., 0.,
0., 0., 0., 1.);
uniform vec2 texture_trans = vec2(0., 0.);
#endif
#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;
layout(location = 5) in vec3 Tangent;
layout(location = 6) in vec3 Bitangent;
#else
in vec3 Position;
in vec3 Normal;
in vec4 Color;
in vec2 Texcoord;
in vec2 SecondTexcoord;
in vec3 Tangent;
in vec3 Bitangent;
#endif
out vec3 nor;
out vec3 tangent;
out vec3 bitangent;
out vec2 uv;
out vec2 uv_bis;
out vec4 color;
void main(void)
{
color = Color.zyxw;
mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
// Keep orthogonality
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
// Keep direction
tangent = (ViewMatrix * ModelMatrix * vec4(Tangent, 0.)).xyz;
bitangent = (ViewMatrix * ModelMatrix * vec4(Bitangent, 0.)).xyz;
uv = (mat4(1., 0., 0., 0.,
0., 1., 0., 0.,
texture_trans.x, texture_trans.y, 1., 0.,
0., 0., 0., 1.)
* vec4(Texcoord, 1., 1.)).xy;
uv_bis = SecondTexcoord;
}