armory/raw/forward/shadow_map.vert.glsl

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2015-12-17 20:07:23 +01:00
#ifdef GL_ES
precision highp float;
#endif
#ifdef _NormalMapping
#define _Texturing
#endif
attribute vec3 pos;
#ifdef _Texturing
attribute vec2 tex;
#endif
attribute vec3 nor;
#ifdef _VCols
attribute vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
attribute vec3 bitan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
#endif
uniform mat4 lightMVP;
varying vec4 position;
void kore() {
#ifdef _Instancing
gl_Position = lightMVP * vec4(pos + off, 1.0);
#else
gl_Position = lightMVP * vec4(pos, 1.0);
#endif
position = gl_Position;
}