| 123456789101112131415161718192021222324252627282930313233343536373839404142 |
- #version 330 core
- layout(location = 0) in vec3 a_position;
- layout(location = 1) in vec3 a_normal;
- layout(location = 2) in vec2 a_texCoord;
- layout(location = 3) in vec4 a_instanceModelCol0;
- layout(location = 4) in vec4 a_instanceModelCol1;
- layout(location = 5) in vec4 a_instanceModelCol2;
- layout(location = 6) in vec4 a_instanceColorAlpha;
- uniform mat4 u_mvp;
- uniform mat4 u_model;
- uniform mat4 u_viewProj;
- uniform bool u_instanced;
- out vec3 v_normal;
- out vec2 v_texCoord;
- out vec3 v_worldPos;
- out vec3 v_instanceColor;
- out float v_instanceAlpha;
- void main() {
- mat4 model;
- if (u_instanced) {
- model = mat4(vec4(a_instanceModelCol0.xyz, 0.0),
- vec4(a_instanceModelCol1.xyz, 0.0),
- vec4(a_instanceModelCol2.xyz, 0.0),
- vec4(a_instanceModelCol0.w, a_instanceModelCol1.w,
- a_instanceModelCol2.w, 1.0));
- v_instanceColor = a_instanceColorAlpha.rgb;
- v_instanceAlpha = a_instanceColorAlpha.a;
- } else {
- model = u_model;
- v_instanceColor = vec3(0.0);
- v_instanceAlpha = 1.0;
- }
- vec4 worldPos4 = model * vec4(a_position, 1.0);
- gl_Position = u_viewProj * worldPos4;
- v_normal = mat3(model) * a_normal;
- v_texCoord = a_texCoord;
- v_worldPos = worldPos4.xyz;
- }
|