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#version 330 core
layout (location = 0) in vec3 position[4];
layout (location = 4) in vec2 uv[4];
layout (location = 8) in float uvLayer;
layout (location = 9) in float animation;
layout (location = 10) in vec3 color;
layout (location = 11) in vec2 light;
out VS_OUT {
vec3 Texture;
vec3 Color;
} vs_out;
uniform float GlobalTime;
uniform mat4 projView;
uniform float DayTime;
uniform float MinLightLevel;
void main() {
gl_Position = projView * vec4(position[gl_VertexID], 1.0f);
vs_out.Texture = vec3(uv[gl_VertexID], uvLayer);
vs_out.Texture.y -= (uv[2].y - uv[0].y) * trunc(mod(GlobalTime * 4.0f, animation));
float faceLight = clamp(light.x / 15.0 + (light.y / 15.0) * DayTime, MinLightLevel, 1.0);
vs_out.Color = mix(color.rgb * faceLight, vec3(1,1,1) * faceLight, (color == vec3(0,0,0)));
}
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