#version 330 layout(location = 0) in vec4 position; layout(location = 1) in vec3 vNormal; layout(location = 2) in vec2 uv0; layout(location = 3) in vec2 uv1; layout(location = 4) in vec4 color; in vec3 vProbePosition; uniform mat4 mtxMdl; uniform mat4 mtxCam; uniform vec4 gsys_bake_st0; uniform vec4 gsys_bake_st1; out vec2 f_texcoord0; out vec2 f_texcoord1; out vec2 f_texcoord2; out vec4 vertexColor; out vec3 normal; out vec3 probePosition; out vec3 fragPosition; void main(){ f_texcoord0 = uv0; f_texcoord1 = uv1; vertexColor = vec4(1,1,1,1); normal = vNormal; probePosition = vProbePosition; fragPosition = vec3(position.xyz); vec4 sampler2 = gsys_bake_st0; vec4 sampler3 = gsys_bake_st1; if (sampler2.x != 0 && sampler2.y != 0) f_texcoord1 = vec2((uv1 * sampler2.xy) + sampler2.zw); else f_texcoord1 = vec2((uv1 * vec2(1)) + sampler2.zw); if (sampler3.x != 0 && sampler3.y != 0) f_texcoord2 = vec2((uv1 * sampler3.xy) + sampler3.zw); else f_texcoord2 = vec2((uv1 * vec2(1)) + sampler3.zw); gl_Position = mtxCam*mtxMdl*position; }