love-demo/vertex_static.glsl

38 lines
803 B
GLSL

#pragma language glsl4
struct vertex_t {
vec4 Position;
vec4 Normal;
vec4 Texture;
};
layout (std430) readonly buffer VertexPNTLayout
{
vertex_t VertexPNTBuffer[];
};
uniform int VertexPNTOffset;
uniform mat4 world_transform;
uniform mat4 light_transform;
uniform mat4 transform;
varying vec4 PixelNormal;
varying vec4 PixelTexture;
varying vec4 PixelWorldPosition;
varying vec4 PixelLightPosition;
void vertexmain()
{
vertex_t VertexPNT = VertexPNTBuffer[VertexPNTOffset + gl_VertexID];
PixelNormal = world_transform * vec4(VertexPNT.Normal.xyz, 0);
PixelTexture = VertexPNT.Texture;
vec4 Position = vec4(VertexPNT.Position.xyz, 1);
PixelWorldPosition = world_transform * Position;
PixelLightPosition = light_transform * Position;
love_Position = transform * Position;
}