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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / character.vs
1 #include "vertex_standard.glsl"
2
3 uniform mat4 uPv;
4 uniform mat4x3 uMdl;
5 uniform float uOpacity;
6
7 out vec4 aColour;
8 out vec2 aUv;
9 out vec3 aNorm;
10 out vec3 aCo;
11 out float aOpacity;
12
13 void main()
14 {
15 vec3 world_pos = uMdl * vec4(a_co,1.0);
16 vec4 clip_pos = uPv * vec4(world_pos,1.0);
17 gl_Position = clip_pos;
18
19 aColour = a_colour;
20 aUv = a_uv;
21 aNorm = mat3(uMdl) * a_norm;
22 aCo = world_pos;
23 aOpacity = max(clip_pos.w*3.0,0.1);// 1.0-(gl_Position.y+0.5)*uOpacity;
24 }