28 lines
552 B
GLSL
28 lines
552 B
GLSL
#include <data/shaders/gltf/common.sp>
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec4 color;
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layout (location = 3) in vec2 uv0;
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layout (location = 4) in vec2 uv1;
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vec3 getPosition() {
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return pos;
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}
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vec3 getNormal() {
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return normal;
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}
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vec4 getColor() {
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return color;
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}
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vec2 getTexCoord(uint i) {
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return i == 0 ? uv0 : uv1;
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}
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mat4 getModel() {
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uint mtxId = perFrame.transforms.transforms[gl_BaseInstance].mtxId;
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return perFrame.drawable.model * perFrame.matrices.matrix[mtxId];
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}
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