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Cubed/assets/shaders/water_v_shader.glsl

33 lines
724 B
GLSL

#version 460
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in float layer;
layout (location = 3) in vec3 aNormal;
layout (location = 4) in float Roughness;
out vec2 tc;
out vec3 normal;
out vec3 vert_pos;
out vec3 world_pos;
flat out int tex_layer;
out float roughness;
out float v_depth;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
uniform mat4 norm_matrix;
void main(void) {
vec4 view_pos = mv_matrix * vec4(pos, 1.0);
world_pos = pos;
vert_pos = view_pos.xyz;
normal = mat3(norm_matrix) * aNormal;
roughness = Roughness;
tc = texCoord;
tex_layer = int(layer);
v_depth = -view_pos.z;
gl_Position = proj_matrix * view_pos;
}