#version 330 core layout (location = 0) in vec3 position; layout (location = 2) in vec2 UvCoordinates; layout (location = 7) in vec4 Texture; layout (location = 8) in mat4 model; layout (location = 12) in vec3 color; layout (location = 13) in vec2 light; layout (location = 14) in float TextureLayer; layout (location = 15) in float TextureFrames; out VS_OUT { vec2 UvPosition; vec3 Texture; vec3 Color; vec2 Light; } vs_out; uniform float GlobalTime; uniform mat4 projView; vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) { float x = TextureAtlasCoords.x; float y = TextureAtlasCoords.y; float w = TextureAtlasCoords.z; float h = TextureAtlasCoords.w; vec2 A = vec2(x, 1 - y - h); vec2 B = vec2(x + w, 1 - y); vec2 transformed = A + UvCoords * (B - A); return vec3(transformed.x, transformed.y, Layer); } void main() { vec4 sourcePosition = vec4(position,1.0f); gl_Position = projView * model * sourcePosition; vec4 texturePos = Texture; float frameHeight = texturePos.w / TextureFrames; float currentFrame = mod(GlobalTime * 4.0f, TextureFrames); currentFrame = trunc(currentFrame); texturePos.w = frameHeight; texturePos.y = texturePos.y + currentFrame * frameHeight; vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y); vs_out.Texture = TransformTextureCoord(texturePos,UvCoordinates,TextureLayer); vs_out.Color = color; vs_out.Light = light; }