Files
CDAG/Research/shaders/DepthPeel.vert

32 lines
793 B
GLSL

#version 330 core
#define $colorType$
layout (location = $vertexPosition$) in vec3 vertexPosition;
layout (location = $vertexNormal$) in vec3 vertexNormal;
uniform mat4 MVP;
out vec3 pos;
out vec3 normal;
#if defined(TEXTURE_COLORS) || defined(TEXTURE_AND_VERTEX_COLORS)
layout(location = $vertexUV$) in vec2 vertexUV;
out vec2 uv;
#endif
#if defined(VERTEX_COLORS) || defined(TEXTURE_AND_VERTEX_COLORS)
layout(location = $vertexColor$) in vec3 vertexColor;
out vec3 vertColor;
#endif
void main() {
pos = vertexPosition;
normal = vertexNormal;
gl_Position = MVP * vec4(vertexPosition, 1.0f);
#if defined(TEXTURE_COLORS) || defined(TEXTURE_AND_VERTEX_COLORS)
uv = vertexUV;
#endif
#if defined(VERTEX_COLORS) || defined(TEXTURE_AND_VERTEX_COLORS)
vertColor = vertexColor;
#endif
}