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#version 440
layout(location = 0) in vec4 position;
layout(location = 1) in vec3 normal;
// Instanced attributes to variate the translation of the model and the diffuse
// color of the material.
layout(location = 2) in vec3 instTranslate;
layout(location = 3) in vec3 instDiffuseAdjust;
out gl_PerVertex { vec4 gl_Position; };
layout(location = 0) out vec3 vECVertNormal;
layout(location = 1) out vec3 vECVertPos;
layout(location = 2) flat out vec3 vDiffuseAdjust;
layout(std140, binding = 0) uniform buf {
mat4 vp;
mat4 model;
mat3 modelNormal;
} ubuf;
void main()
{
vECVertNormal = normalize(ubuf.modelNormal * normal);
mat4 t = mat4(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
instTranslate.x, instTranslate.y, instTranslate.z, 1);
vECVertPos = vec3(t * ubuf.model * position);
vDiffuseAdjust = instDiffuseAdjust;
gl_Position = ubuf.vp * t * ubuf.model * position;
}
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