//--------------------------------------------------------------------------- //These materials/shaders are part of the NEW InstanceManager implementation //Written by Matias N. Goldberg ("dark_sylinc") //--------------------------------------------------------------------------- #version 150 //Vertex input in vec4 vertex; in vec3 normal; in vec4 uv0; in vec4 uv1; in vec4 uv2; in vec4 uv3; in vec3 tangent; //Parameters uniform mat4 viewProjMatrix; #if (DEPTH_SHADOWCASTER || DEPTH_SHADOWRECEIVER) uniform vec4 depthRange; #endif #if DEPTH_SHADOWRECEIVER uniform mat4 texViewProjMatrix; #endif //Output #if DEPTH_SHADOWCASTER out vec2 depth; #else out vec2 _uv0; out vec3 oNormal; out vec3 oVPos; #if DEPTH_SHADOWRECEIVER out vec4 oLightSpacePos; #endif #endif //--------------------------------------------- //Main Vertex Shader //--------------------------------------------- void main(void) { mat4 worldMatrix; worldMatrix[0] = uv1; worldMatrix[1] = uv2; worldMatrix[2] = uv3; worldMatrix[3] = vec4( 0, 0, 0, 1 ); vec4 worldPos = vertex * worldMatrix; vec3 worldNorm = normal * mat3(worldMatrix); //Transform the position gl_Position = viewProjMatrix * worldPos; #if DEPTH_SHADOWCASTER depth.x = (gl_Position.z - depthRange.x) * depthRange.w; depth.y = depthRange.w; #else _uv0 = uv0.xy; oNormal = worldNorm; oVPos = worldPos.xyz; #if DEPTH_SHADOWRECEIVER oLightSpacePos = texViewProjMatrix * worldPos; oLightSpacePos.z = (oLightSpacePos.z - depthRange.x) * depthRange.w; #endif #endif }