Files
axyz/resources/Shaders/ForwardPlus.vert.glsl
T
Tleety 6f9ce8a0c1 WIP
2016-02-24 13:57:54 +01:00

34 lines
796 B
GLSL

#version 430
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 = P*V*M * vec4(Position, 1.0);
mat4 TIM = transpose(inverse(M));
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(TIM) * Normal;
Output.Tangent = vec3(TIM) * Tangent;
Output.BiTangent = vec3(TIM) * BiTangent;
Output.ExplosionColor = vec4(1.0);
Output.ExplosionPercentageElapsed = 0.0;
}