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- //this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
- static const char* useShadowMapInstancingVertexShader= \
- "#version 330 \n"
- "precision highp float;\n"
- "layout (location = 0) in vec4 position;\n"
- "layout (location = 1) in vec4 instance_position;\n"
- "layout (location = 2) in vec4 instance_quaternion;\n"
- "layout (location = 3) in vec2 uvcoords;\n"
- "layout (location = 4) in vec3 vertexnormal;\n"
- "layout (location = 5) in vec4 instance_color;\n"
- "layout (location = 6) in vec3 instance_scale;\n"
- "uniform mat4 ModelViewMatrix;\n"
- "uniform mat4 ProjectionMatrix;\n"
- "uniform mat4 DepthBiasModelViewProjectionMatrix;\n"
- "uniform mat4 MVP;\n"
- "uniform vec3 lightDirIn;\n"
- "out vec4 ShadowCoord;\n"
- "out Fragment\n"
- "{\n"
- " vec4 color;\n"
- "} fragment;\n"
- "out Vert\n"
- "{\n"
- " vec2 texcoord;\n"
- "} vert;\n"
- "vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
- "{\n"
- " vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
- " vec4 dt = q1 * q2;\n"
- " float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
- " return vec4 ( im, re );\n"
- "}\n"
- "vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
- "{\n"
- " float cah = cos(angle*0.5);\n"
- " float sah = sin(angle*0.5);\n"
- " float d = inversesqrt(dot(axis,axis));\n"
- " vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
- " return q;\n"
- "}\n"
- "//\n"
- "// vector rotation via quaternion\n"
- "//\n"
- "vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
- "{\n"
- " vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
- " return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
- "}\n"
- "vec4 quatRotate ( in vec4 p, in vec4 q )\n"
- "{\n"
- " vec4 temp = quatMul ( q, p );\n"
- " return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
- "}\n"
- "out vec3 lightDir,normal,ambient;\n"
- "void main(void)\n"
- "{\n"
- " vec4 q = instance_quaternion;\n"
- " ambient = vec3(0.5,.5,0.5);\n"
- " \n"
- " vec4 worldNormal = (quatRotate3( vertexnormal,q));\n"
- " \n"
- " normal = normalize(worldNormal).xyz;\n"
- " lightDir = lightDirIn;\n"
- " \n"
- " \n"
- " vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);\n"
- " vec4 vertexPos = MVP* vec4((instance_position+localcoord).xyz,1);\n"
- " gl_Position = vertexPos;\n"
- " ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);\n"
- " fragment.color = instance_color;\n"
- " vert.texcoord = uvcoords;\n"
- "}\n"
- ;
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