MetaCore/third_party/simplepbr-shaders/shaders/shadow.vert

36 lines
941 B
GLSL

#version 120
uniform mat4 p3d_ModelViewProjectionMatrix;
#ifdef ENABLE_SKINNING
uniform mat4 p3d_TransformTable[100];
#endif
attribute vec4 p3d_Vertex;
attribute vec4 p3d_Color;
attribute vec2 p3d_MultiTexCoord0;
#ifdef ENABLE_SKINNING
attribute vec4 transform_weight;
attribute vec4 transform_index;
#endif
varying vec4 v_color;
varying vec2 v_texcoord;
void main() {
#ifdef ENABLE_SKINNING
mat4 skin_matrix = (
p3d_TransformTable[int(transform_index.x)] * transform_weight.x +
p3d_TransformTable[int(transform_index.y)] * transform_weight.y +
p3d_TransformTable[int(transform_index.z)] * transform_weight.z +
p3d_TransformTable[int(transform_index.w)] * transform_weight.w
);
vec4 vert_pos4 = skin_matrix * p3d_Vertex;
#else
vec4 vert_pos4 = p3d_Vertex;
#endif
v_color = p3d_Color;
v_texcoord = p3d_MultiTexCoord0;
gl_Position = p3d_ModelViewProjectionMatrix * vert_pos4;
}