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- uniform vec3 windDir;
- uniform mat4 ModelMatrix;
- uniform mat4 InverseModelMatrix;
- #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;
- #else
- in vec3 Position;
- in vec3 Normal;
- in vec4 Color;
- in vec2 Texcoord;
- #endif
- out vec3 nor;
- out vec2 uv;
- void main()
- {
- uv = Texcoord;
- mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
- mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
- nor = (TransposeInverseModelView * vec4(Normal, 1.)).xyz;
- gl_Position = ModelViewProjectionMatrix * vec4(Position + windDir * Color.r, 1.);
- }
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