761b8e21e1
Added renderque for models with a blendmap component Added shaders for blendmaps
35 lines
890 B
GLSL
35 lines
890 B
GLSL
#version 430
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uniform mat4 MVP;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 DepthMVP;
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layout (location = 0) in vec3 Position;
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layout (location = 1) in vec3 Normal;
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layout (location = 2) in vec2 TextureCoord;
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layout (location = 3) in vec3 Tangent;
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layout (location = 4) in vec3 BiTangent;
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out VertexData
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{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoord;
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vec4 ShadowCoord;
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vec3 Tangent;
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vec3 BiTangent;
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} Output;
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void main()
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{
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gl_Position = MVP * vec4(Position, 1.0);
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Output.Position = vec3(V * M * vec4(Position, 1.0));
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Output.Normal = normalize(vec3(inverse(transpose(V * M)) * vec4(Normal, 0.0)));
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Output.TextureCoord = TextureCoord;
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Output.ShadowCoord = DepthMVP * vec4(Position, 1.0);
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Output.Tangent = normalize(vec3(inverse(transpose(V * M)) * vec4(Tangent, 0.0)));
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Output.BiTangent = normalize(vec3(inverse(transpose(V * M)) * vec4(BiTangent, 0.0)));
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} |