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Switch-Toolbox/Switch_Toolbox/Shader/Legacy/BFRES.vert
KillzXGaming dbb73d165e Add tool
2018-11-11 20:01:21 -05:00

50 lines
1.1 KiB
GLSL

#version 110
uniform mat4 mvpMatrix;
attribute vec3 vPosition;
attribute vec3 vNormal;
attribute vec3 vTangent;
attribute vec3 vBitangent;
attribute vec2 vUV0;
attribute vec4 vColor;
attribute vec4 vBone;
attribute vec4 vWeight;
attribute vec2 vUV1;
attribute vec2 vUV2;
attribute vec3 vPosition2;
attribute vec3 vPosition3;
varying vec2 f_texcoord0;
varying vec2 f_texcoord1;
varying vec2 f_texcoord2;
varying vec2 f_texcoord3;
varying vec3 normal;
varying vec4 vertexColor;
varying vec3 tangent;
varying vec3 bitangent;
// Shader Options
uniform vec4 gsys_bake_st0;
uniform vec4 gsys_bake_st1;
// Skinning uniforms
uniform mat4 bones[200];
//Meshes have a bone index and will use their transform depending on skin influence amount
uniform mat4 singleBoneBindTransform;
uniform int NoSkinning;
uniform int RigidSkinning;
void main()
{
gl_Position = mvpMatrix * vec4(vPosition.xyz, 1.0);
normal = vNormal;
f_texcoord0 = vUV0;
f_texcoord1 = vUV1;
f_texcoord2 = vUV1;
f_texcoord3 = vUV2;
tangent = vTangent;
bitangent = vBitangent;
vertexColor = vColor;
}