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- uniform mat4 ModelMatrix =
- mat4(1., 0., 0., 0.,
- 0., 1., 0., 0.,
- 0., 0., 1., 0.,
- 0., 0., 0., 1.);
- uniform mat4 InverseModelMatrix =
- mat4(1., 0., 0., 0.,
- 0., 1., 0., 0.,
- 0., 0., 1., 0.,
- 0., 0., 0., 1.);
- uniform mat4 TextureMatrix =
- mat4(1., 0., 0., 0.,
- 0., 1., 0., 0.,
- 0., 0., 1., 0.,
- 0., 0., 0., 1.);
- #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;
- #else
- in vec3 Position;
- in vec3 Normal;
- in vec4 Color;
- in vec2 Texcoord;
- in vec2 SecondTexcoord;
- in vec3 Tangent;
- in vec3 Bitangent;
- #endif
- out vec3 nor;
- out vec3 tangent;
- out vec3 bitangent;
- out vec2 uv;
- out vec2 uv_bis;
- out vec4 color;
- void main(void)
- {
- color = Color.zyxw;
- mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
- mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
- gl_Position = ModelViewProjectionMatrix * 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 = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
- uv_bis = SecondTexcoord;
- }
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