model.vert 577 B

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  1. #version 430 core
  2. layout(location = 0) in vec3 in_position;
  3. layout(location = 1) in vec3 in_normals;
  4. layout(location = 2) in vec2 in_uvs;
  5. uniform mat4 u_viewProjection;
  6. uniform ivec3 u_cameraPositionInt;
  7. uniform vec3 u_cameraPositionFloat;
  8. uniform ivec3 u_entityPositionInt;
  9. uniform vec3 u_entityPositionFloat;
  10. void main()
  11. {
  12. ivec3 intPosition = u_entityPositionInt - u_cameraPositionInt;
  13. vec3 floatPosition = intPosition - u_cameraPositionFloat;
  14. vec4 pos = vec4(floatPosition.xyz,1);
  15. pos.xyz += in_vertexData;
  16. pos = u_viewProjection * pos;
  17. gl_Position = pos;
  18. }