61 lines
1.1 KiB
Plaintext
61 lines
1.1 KiB
Plaintext
in vec3 position;
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in vec2 texcoord;
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in vec4 color;
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in vec3 normal;
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uniform highp mat4 modelMatrix;
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uniform highp mat4 viewMatrix;
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uniform highp mat4 projMatrix;
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uniform highp mat4 extraMatrix;
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uniform highp mat4 normalMatrix;
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uniform highp vec3 cameraPos;
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uniform UBOOL textured;
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uniform UBOOL useVertexAlpha;
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uniform vec4 uniformColor;
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uniform vec4 spriteColor;
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struct shadow_info {
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UBOOL _active;
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vec3 _color;
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vec3 _light;
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vec3 _point;
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vec3 _normal;
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};
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uniform shadow_info shadow;
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out vec2 Texcoord;
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out vec4 Color;
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void main() {
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vec4 pos = vec4(position, 1.0);
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vec4 offset = modelMatrix * vec4(0.0, 0.0, 0.0, 1.0);
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offset -= vec4(cameraPos * offset.w, 0.0);
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offset = viewMatrix * offset;
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pos = extraMatrix * pos;
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pos += vec4(offset.xyz * pos.w, 0.0);
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pos /= pos.w;
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pos.z *= -1.0;
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vec4 projectedPos = projMatrix * pos;
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gl_Position = projectedPos;
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if (UBOOL_TEST(shadow._active)) {
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Color = vec4(shadow._color, 1.0);
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} else {
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Color = color;
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}
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if (!UBOOL_TEST(useVertexAlpha))
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Color.a = 1.0;
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Color *= uniformColor;
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Color *= spriteColor;
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if (UBOOL_TEST(textured)) {
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Texcoord = texcoord;
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} else {
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Texcoord = vec2(0.0, 0.0);
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}
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}
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