fast-nuclear-sim/assets/shader/light.vsh

20 lines
398 B
GLSL

#version 460 core
layout (location = 2) in vec4 aPos;
layout (location = 4) in vec4 aColour;
layout (location = 5) in vec3 aMaterial;
layout (location = 6) in float aTransformIndex;
uniform mat4 model;
uniform mat4 camera;
out flat int should_ignore;
void main()
{
gl_Position = camera * model * aPos;
should_ignore = int(aTransformIndex >= 0.f || aMaterial[2] > 0.f || aColour.a < 1.f);
}