NUGET-Changes: + Materials now have a method to draw. That should allow more freedom on how materials can have a effect on the resulting shader. ~ PostProcessEffect.Draw now needs a source ColorAttachment. ~ Added some missing summaries GIT-/SOLUTION-Changes: Remade the folder structure, to something more senseable.
35 lines
No EOL
764 B
GLSL
35 lines
No EOL
764 B
GLSL
#version 330
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#define maxInstances //!instanceMax
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struct Instance {
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mat4 ModelMatrix;
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vec2 TextureOffset;
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vec2 TextureScale;
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};
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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 Instance[maxInstances] Instances;
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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 * Instances[gl_InstanceID].TextureScale + Instances[gl_InstanceID].TextureOffset;
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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 * Instances[gl_InstanceID].ModelMatrix * vec4(aPos, 1);
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FragPos = vec3(vec4(aPos, 1));
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} |