9c8e4ebdfb113df60b7faaa8457cf1ca63ae96f7
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / 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 flat out ivec4 aLights;
17
18 void main()
19 {
20 vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );
21 vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
22 vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );
23
24 vs_motion_out( vproj0, vproj1 );
25
26 gl_Position = vproj0;
27
28 aUv = a_uv;
29 aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );
30 aCo = a_co;
31 aWorldCo = world_pos0;
32 aLights = a_lights;
33 }