graphics/08-particle-system/assets/shaders/default_vertex.glsl

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#version 330 core
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 origin;
layout (location = 2) in vec4 size;
layout (location = 3) in vec4 color;
layout (location = 4) in vec2 texture_position;
layout (location = 5) in float ctt;
uniform mat4 view_matrix;
uniform mat4 projection_matrix;
out vec4 _color;
out vec2 _texture_position;
out float _ctt;
void main() {
vec3 origined_position = origin.xyz + position.xyz;
origined_position *= size.xyz;
gl_Position = projection_matrix * view_matrix * vec4(origined_position, 1.0);
_color = color;
_texture_position = texture_position;
_ctt = ctt;
}