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Switch-Toolbox/Toolbox/Shader/LevelEditor/BfresBasic.vert
2020-02-28 16:49:18 -05:00

48 lines
1.1 KiB
GLSL

#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;
}