source:
opengl-game/laser.vert@
1ce9afe
| Last change on this file since 1ce9afe was fd6f465, checked in by , 7 years ago | |
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| File size: 491 bytes | |
| Rev | Line | |
|---|---|---|
| [b155f13] | 1 | #version 410 |
| 2 | ||
| [fd6f465] | 3 | #define MAX_NUM_OBJECTS 1024 |
| 4 | ||
| [b155f13] | 5 | uniform mat4 view, proj; |
| 6 | ||
| [fd6f465] | 7 | layout (std140) uniform models { |
| 8 | mat4 model_mats[MAX_NUM_OBJECTS]; | |
| 9 | }; | |
| 10 | ||
| [b155f13] | 11 | layout(location = 0) in vec3 vertex_position; |
| [9f9f9a7] | 12 | layout(location = 1) in vec2 vt; |
| [fd6f465] | 13 | layout(location = 2) in uint ubo_index; |
| [b155f13] | 14 | |
| [9f9f9a7] | 15 | out vec2 texture_coordinates; |
| 16 | out vec3 position_eye; | |
| [b155f13] | 17 | |
| 18 | void main() { | |
| [fd6f465] | 19 | position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0)); |
| [9f9f9a7] | 20 | texture_coordinates = vt; |
| [b155f13] | 21 | |
| 22 | gl_Position = proj * vec4(position_eye, 1.0); | |
| 23 | } |
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