X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;fp=shaderlib%2Fcommon.glsl;h=6bac9c3720e478fe3beb5a186da3b53800e902f2;hb=f1e296bb2442dfbea12e7b38a97cc152aa34569c;hp=44ef150acc314c746041ba1c74e5338c287e190f;hpb=64de7412ba2d6b4c93f0379895bf775f74f00541;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 44ef150a..6bac9c37 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -10,6 +10,7 @@ layout(set=1) uniform sampler2D normal_map; layout(set=0) uniform samplerCube environment_map; layout(set=0) uniform samplerCube irradiance_map; +layout(constant_id=auto) const bool use_instancing = false; layout(constant_id=auto) const bool use_normal_map = false; #pragma MSP stage(vertex) @@ -25,12 +26,18 @@ virtual vec3 get_vertex_normal() virtual mat4 get_vertex_transform() { - return world_obj_matrix; + if(use_instancing) + return transpose(mat4(instance_transform[0], instance_transform[1], instance_transform[2], vec4(0.0, 0.0, 0.0, 1.0))); + else + return world_obj_matrix; } virtual mat3 get_normal_transform() { - return world_obj_normal_matrix; + if(use_instancing) + return transpose(mat3(instance_transform[0].xyz, instance_transform[1].xyz, instance_transform[2].xyz)); + else + return world_obj_normal_matrix; } void standard_transform()