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- uniform mat4 RSMMatrix;
- 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 = 7) in vec3 Origin;
- layout(location = 8) in vec3 Orientation;
- layout(location = 9) in vec3 Scale;
- #ifdef Use_Bindless_Texture
- layout(location = 10) in uvec2 Handle;
- #endif
- out vec3 nor;
- out vec2 uv;
- out vec2 uv_bis;
- out vec4 color;
- #ifdef Use_Bindless_Texture
- flat out uvec2 handle;
- #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 ModelViewProjectionMatrix = RSMMatrix * ModelMatrix;
- mat4 TransposeInverseModel = transpose(inverse(ModelMatrix));
- gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
- nor = (TransposeInverseModel * vec4(Normal, 0.)).xyz;
- uv = Texcoord;
- color = Color.zyxw;
- #ifdef Use_Bindless_Texture
- handle = Handle;
- #endif
- }
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