SparrowRenderer/shaders/gbuffer.vert.glsl
2016-06-24 18:33:53 +02:00

50 lines
1.1 KiB
GLSL

uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
uniform mat3 normalMatrix;
out vec4 posInView;
#ifdef NORMAL_MAP
out vec3 varTangent;
out vec3 varBinormal;
#endif
out vec3 varNormal;
out vec2 varTexCoord;
layout(location = 0)in vec3 inPosition;
layout(location = 2)in vec2 inTexCoord;
layout(location = 1)in vec3 inNormal;
#ifdef NORMAL_MAP
layout(location = 3)in vec3 inTangent;
layout(location = 4)in vec3 inBinormal;
#endif
#ifdef INSTANCED
layout(location = 5)in vec3 inInstanceOffset;
flat out int instanceId;
#endif
void main(void) {
// computing normals
#ifdef NORMAL_MAP
varTangent = normalize(normalMatrix*inTangent);
varBinormal = normalize(normalMatrix*inBinormal);
#endif
varNormal = normalize(normalMatrix*inNormal);
//computing UVs
varTexCoord = inTexCoord.xy;
// computing positions
#ifdef INSTANCED
instanceId = gl_InstanceID;
vec4 pos = vec4(inPosition + inInstanceOffset, 1.0);
#else
vec4 pos = vec4(inPosition, 1.0);
#endif
posInView = modelViewMatrix*pos;
gl_Position = projectionMatrix * posInView;
}