IN55/shader_legacy120.vs

35 lines
908 B
GLSL

#version 120
attribute vec3 Position;
// attribute vec3 Normal;
// attribute mat4 BoneTransform[4];
// attribute float Weights[4];
// varying vec2 TexCoord0;
// varying vec3 Normal0;
// varying vec3 WorldPos0;
// const int MAX_BONES = 100;
// uniform mat4 gWVP;
uniform mat4 gWorld;
// uniform mat4 gBones[MAX_BONES];
void main()
{
// mat4 Transform = BoneTransform[0] * Weights[0];
// Transform += BoneTransform[1] * Weights[1];
// Transform += BoneTransform[2] * Weights[2];
// Transform += BoneTransform[3] * Weights[3];
// vec4 PosL = Transform * vec4(Position, 1.0);
vec4 PosL = vec4(Position, 1.0);
// gl_Position = gWVP * PosL;
gl_Position = gWorld * PosL;
// gl_Position = vec4(Position, 0);
// vec4 NormalL = Transform * vec4(Normal, 0.0);
// Normal0 = (gWorld * NormalL).xyz;
// WorldPos0 = (gWorld * PosL).xyz;
}