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- #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;
- layout(location = 7) in vec3 Origin;
- layout(location = 8) in vec3 Orientation;
- layout(location = 9) in vec3 Scale;
- #ifdef Use_Bindless_Texture
- layout(location = 10) in sampler2D Handle;
- layout(location = 11) in sampler2D SecondHandle;
- layout(location = 13) in sampler2D ThirdHandle;
- #endif
- #else
- in vec3 Position;
- in vec3 Normal;
- in vec4 Color;
- in vec2 Texcoord;
- in vec2 SecondTexcoord;
- in vec3 Tangent;
- in vec3 Bitangent;
- in vec3 Origin;
- in vec3 Orientation;
- in vec3 Scale;
- #endif
- out vec3 nor;
- out vec3 tangent;
- out vec3 bitangent;
- out vec2 uv;
- out vec2 uv_bis;
- out vec4 color;
- #ifdef Use_Bindless_Texture
- flat out sampler2D handle;
- flat out sampler2D secondhandle;
- flat out sampler2D thirdhandle;
- #endif
- 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.);
- // 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 = Texcoord;
- uv_bis = SecondTexcoord;
- color = Color.zyxw;
- #ifdef Use_Bindless_Texture
- handle = Handle;
- secondhandle = SecondHandle;
- thirdhandle = ThirdHandle;
- #endif
- }
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