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#version 330 core
in vec3 pos[4];
in vec2 uv[4];
in vec2 light[4];
in vec3 normal;
in vec3 color;
in vec3 layerAnimationAo;
out vec3 faceTextureUv;
out vec3 faceNormal;
out vec3 faceAddColor;
out vec2 faceLight;
out float faceAmbientOcclusion;
layout (std140) uniform Globals {
mat4 projView;
mat4 proj;
mat4 invProj;
mat4 view;
uvec2 viewportSize;
vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
};
void main() {
gl_Position = projView * vec4(pos[gl_VertexID], 1.0f);
faceTextureUv = vec3(uv[gl_VertexID], layerAnimationAo.r);
faceTextureUv.y -= (uv[2].y - uv[0].y) * trunc(mod(globalTime * 4.0f, layerAnimationAo.g));
faceNormal = (view * vec4(normal, 0.0f)).xyz;
faceAddColor = color;
faceLight = light[gl_VertexID];
faceAmbientOcclusion = layerAnimationAo.b;
}
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