Files
axyz/resources/Shaders/ForwardPlus.vert.glsl
T
Teejoon 155d700a44 WIP
2016-03-08 16:19:56 +01:00

35 lines
864 B
GLSL

#version 430
uniform mat4 PVM;
uniform mat4 TIM;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec3 Tangent;
layout(location = 3) in vec3 BiTangent;
layout(location = 4) in vec2 TextureCoords;
out VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
}Output;
void main()
{
gl_Position = PVM * vec4(Position, 1.0);
//mat4 TIM = transpose(inverse(M));
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(TIM * vec4(Normal, 0.0));
Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0));
Output.ExplosionColor = vec4(1.0);
Output.ExplosionPercentageElapsed = 0.0;
}