27 lines
423 B
GLSL
27 lines
423 B
GLSL
#version 330 core
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// per-vertex:
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in vec3 Position;
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in vec3 Normal;
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in vec2 Texture;
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// per-instance:
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in vec3 BlockPosition;
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in float BlockID;
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out VS_OUT {
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vec3 Normal;
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vec2 Texture;
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flat int BlockID;
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} vs_out;
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uniform mat4 Transform;
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void main()
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{
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vs_out.Normal = Normal.xzy;
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vs_out.Texture = Texture;
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vs_out.BlockID = int(BlockID);
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gl_Position = Transform * vec4((Position + BlockPosition).xzy, 1.0);
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}
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