~ Transformation can now set to be ignored. (Sending a Identity, when requested) ~ Changed how Meshes store Attributes
29 lines
No EOL
512 B
GLSL
29 lines
No EOL
512 B
GLSL
#version 330
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#define maxInstances //!instanceMax
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 aTex;
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layout(location = 3) in vec4 aColor;
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uniform mat4 MVP;
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uniform bool HasVColor;
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out vec2 vTexture;
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out vec4 vColor;
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out vec3 FragPos;
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void ApplyTexModifier() {
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vTexture = aTex;
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}
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void CheckVertexColor() {
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if (HasVColor) vColor = aColor;
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else vColor = vec4(1);
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}
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void ApplyModelTransformation() {
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gl_Position = MVP * vec4(aPos, 1);
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FragPos = vec3(vec4(aPos, 1));
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} |