#include "model_vs.glsl" // lights #include "light.glsl" void main() { vec3 objPos = get_object_pos(); // Set attributes up v_normal_ws = normalize(vec3(att_instanced_matrix * vec4(v_normal, 0.))); // normal to world/model space v_normal = normalize(v_normal); v_position = att_position; v_texcoord = att_texcoord; v_texcoord2 = att_texcoord2; v_color = att_color; mat4 modelView = view * att_instanced_matrix; mat4 l_model = att_instanced_matrix; v_position_ws = (l_model * vec4( objPos, 1.0 )).xyz; vec3 binormal = cross(att_normal, att_tangent.xyz) * att_tangent.w; v_binormal = normalize(mat3(att_instanced_matrix) * binormal); // Optional: Billboarding { billboard_t bb = setup_billboard(modelView, l_model); modelView = bb.modelView; l_model = bb.l_model; v_position_ws = (l_model * vec4( objPos, 1.0 )).xyz; v_tangent = normalize(mat3(att_instanced_matrix) * att_tangent.xyz); } // Compute lighting (vertex-lit models) material_t dummy_mat; v_vertcolor = lighting(dummy_mat); // Compute final position and camera vector vec4 finalPos = modelView * vec4( objPos, 1.0 ); vec3 to_camera = normalize( -finalPos.xyz ); v_to_camera = mat3( inv_view ) * to_camera; // Set final position gl_Position = P * finalPos; // Prepare shadow data for shadow mapping do_shadow(); }