#version 330 precision highp float; layout (location = 0) in vec4 position; layout (location = 1) in vec4 instance_position; layout (location = 2) in vec4 instance_quaternion; layout (location = 3) in vec2 uvcoords; layout (location = 4) in vec3 vertexnormal; layout (location = 5) in vec4 instance_color; layout (location = 6) in vec4 instance_scale_obUid; uniform mat4 depthMVP; vec4 quatMul ( in vec4 q1, in vec4 q2 ) { vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz ); vec4 dt = q1 * q2; float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) ); return vec4 ( im, re ); } vec4 quatFromAxisAngle(vec4 axis, in float angle) { float cah = cos(angle*0.5); float sah = sin(angle*0.5); float d = inversesqrt(dot(axis,axis)); vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah); return q; } // // vector rotation via quaternion // vec4 quatRotate3 ( in vec3 p, in vec4 q ) { vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) ); return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) ); } vec4 quatRotate ( in vec4 p, in vec4 q ) { vec4 temp = quatMul ( q, p ); return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) ); } void main(void) { vec4 q = instance_quaternion; vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q); vec4 vertexPos = depthMVP * vec4( (instance_position+localcoord).xyz,1); gl_Position = vertexPos; }