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