d352d35548de6c2b8851e49702e8f79989077597
[carveJwlIkooP6JGAAIwe30JlM.git] / scene.vs
1 layout (location=0) in vec3 a_co;
2 layout (location=1) in vec4 a_norm;
3 layout (location=2) in vec2 a_uv;
4 layout (location=3) in ivec4 a_lights;
5
6 #include "motion_vectors_vs.glsl"
7
8 uniform mat4x3 uMdl;
9 uniform mat4 uPv;
10 uniform mat4 uPvmPrev;
11
12 out vec2 aUv;
13 out vec4 aNorm;
14 out vec3 aCo;
15 out vec3 aWorldCo;
16
17 flat out ivec4 light_indices;
18
19 void main()
20 {
21 vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );
22 vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
23 vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );
24
25 vs_motion_out( vproj0, vproj1 );
26
27 gl_Position = vproj0;
28
29 aUv = a_uv;
30 aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );
31 aCo = a_co;
32 aWorldCo = world_pos0;
33
34 light_indices = a_lights;
35 }