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uniform mat4 ViewMatrix;
uniform mat4 ViewProjectionMatrix;
uniform mat4 ObjectModelMatrix;
/* ---- Instanciated Attribs ---- */
in vec3 pos;
in vec3 nor;
/* ---- Per instance Attribs ---- */
in mat4 InstanceModelMatrix;
in vec4 color;
out vec3 normal;
flat out vec4 finalColor;
void main()
{
mat4 FinalModelMatrix = ObjectModelMatrix * InstanceModelMatrix;
mat4 ModelViewProjectionMatrix = ViewProjectionMatrix * FinalModelMatrix;
/* This is slow and run per vertex, but it's still faster than
* doing it per instance on CPU and sending it on via instance attrib */
mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * FinalModelMatrix)));
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
normal = NormalMatrix * nor;
finalColor = color;
}
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