38 lines
806 B
GLSL
38 lines
806 B
GLSL
uniform int layer;
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uniform mat4 ModelMatrix;
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uniform vec3 windDir;
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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 = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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#else
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in vec3 Position;
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in vec4 Color;
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in vec2 Texcoord;
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#endif
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#ifdef VSLayer
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out vec2 uv;
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#else
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out vec2 tc;
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out int layerId;
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#endif
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void main(void)
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{
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vec3 test = sin(windDir * (Position.y* 0.5)) * 0.5;
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test += cos(windDir) * 0.7;
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#ifdef VSLayer
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gl_Layer = layer;
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uv = Texcoord;
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gl_Position = u_shadow_projection_view_matrices[gl_Layer] * ModelMatrix * vec4(Position + test * Color.r, 1.);
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#else
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layerId = layer;
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tc = Texcoord;
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gl_Position = u_shadow_projection_view_matrices[layerId] * ModelMatrix * vec4(Position + test * Color.r, 1.);
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#endif
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}
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