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- 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 = 5) in vec3 Tangent;
- layout(location = 6) in vec3 Bitangent;
- layout(location = 7) in vec3 Origin;
- layout(location = 8) in vec3 Orientation;
- layout(location = 9) in vec3 Scale;
- layout(location = 12) in vec4 GlowColor;
- flat out vec4 glowColor;
- mat4 getWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
- mat4 getInverseWorldMatrix(vec3 translation, vec3 rotation, vec3 scale);
- void main(void)
- {
- mat4 ModelMatrix = getWorldMatrix(Origin, Orientation, Scale);
- mat4 TransposeInverseModelView = transpose(getInverseWorldMatrix(Origin, Orientation, Scale) * InverseViewMatrix);
- gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
- glowColor = GlowColor;
- }
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