35 lines
860 B
GLSL
35 lines
860 B
GLSL
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layout (location = 0) in vec3 input_position;
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layout (location = 1) in vec3 input_normal;
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layout (location = 2) in vec2 input_uv0;
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layout (location = 3) in vec4 input_colors;
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//layout (location = 4) in vec4 input_joints;
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//layout (location = 5) in vec4 input_weights;
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uniform mat4 modelMatrix;
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uniform mat4 mvp;
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uniform mat3 normalMatrix;
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//uniform int active_joint;
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//uniform vec3 active_vertex;
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out vec3 interpolated_normal;
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out vec3 fragment_world_position;
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out vec4 interpolated_colors;
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out vec2 interpolated_uv0;
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//out vec4 interpolated_weights;
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//out float selected;
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void main()
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{
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gl_Position = mvp * vec4(input_position, 1.0f);
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interpolated_normal = normalMatrix * normalize(input_normal);
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fragment_world_position = vec3(modelMatrix * vec4(input_position, 1.0f));
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interpolated_uv0 = input_uv0;
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interpolated_colors = input_colors;
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}
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