/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ // VERTEX SHADER - OBJECT RENDERER uniform mat4 uni_ProjectionMatrix; uniform mat4 uni_ViewMatrix; uniform mat4 uni_ModelMatrix; uniform mat3 uni_NormalMatrix; uniform vec2 uni_UVOffset; uniform vec2 uni_UVScale; layout(location = 0) in vec4 in_VertexCoord; layout(location = 1) in vec3 in_Normal; layout(location = 2) in vec4 in_Color; layout(location = 3) in vec2 in_TexCoord0; layout(location = 4) in vec2 in_TexCoord1; out VertexData { vec4 Color; vec2 TexCoord0; vec2 TexCoord1; vec3 Normal; vec3 VertexCoord; vec3 VertexNormal; vec3 Position; vec3 ShadowCoords[4]; } data; void main() { vec4 position = uni_ModelMatrix * in_VertexCoord; vec4 eyeSpace = uni_ViewMatrix * position; gl_Position = uni_ProjectionMatrix * eyeSpace; data.Color = in_Color; data.TexCoord0 = in_TexCoord0 * uni_UVScale + uni_UVOffset; data.TexCoord1 = in_TexCoord1; data.Normal = normalize(mat3(uni_NormalMatrix) * in_Normal); data.VertexCoord = in_VertexCoord.xyz; data.VertexNormal = in_Normal; data.Position = position.xyz; data.ShadowCoords = ProjectShadows(position.xyz); }