//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project static const char* useShadowMapInstancingVertexShader= \ "#version 330 \n" "precision highp float;\n" "layout (location = 0) in vec4 position;\n" "layout (location = 1) in vec4 instance_position;\n" "layout (location = 2) in vec4 instance_quaternion;\n" "layout (location = 3) in vec2 uvcoords;\n" "layout (location = 4) in vec3 vertexnormal;\n" "layout (location = 5) in vec4 instance_color;\n" "layout (location = 6) in vec4 instance_scale_obUid;\n" "uniform mat4 ModelViewMatrix;\n" "uniform mat4 ProjectionMatrix;\n" "uniform mat4 DepthBiasModelViewProjectionMatrix;\n" "uniform mat4 MVP;\n" "uniform vec3 lightPosIn;\n" "uniform vec3 cameraPositionIn;\n" "uniform mat4 ViewMatrixInverse;\n" "uniform float materialShininessIn;\n" "uniform float shadowmapIntensityIn;\n" "uniform vec3 lightSpecularIntensityIn;\n" "uniform vec3 materialSpecularColorIn;\n" "out vec4 ShadowCoord;\n" "out Fragment\n" "{\n" " vec4 color;\n" "} fragment;\n" "out Vert\n" "{\n" " vec2 texcoord;\n" "} vert;\n" "vec4 quatMul ( in vec4 q1, in vec4 q2 )\n" "{\n" " vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n" " vec4 dt = q1 * q2;\n" " float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n" " return vec4 ( im, re );\n" "}\n" "vec4 quatFromAxisAngle(vec4 axis, in float angle)\n" "{\n" " float cah = cos(angle*0.5);\n" " float sah = sin(angle*0.5);\n" " float d = inversesqrt(dot(axis,axis));\n" " vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n" " return q;\n" "}\n" "//\n" "// vector rotation via quaternion\n" "//\n" "vec4 quatRotate3 ( in vec3 p, in vec4 q )\n" "{\n" " vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n" " return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n" "}\n" "vec4 quatRotate ( in vec4 p, in vec4 q )\n" "{\n" " vec4 temp = quatMul ( q, p );\n" " return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n" "}\n" "out vec3 lightPos,normal,ambient;\n" "out vec4 vertexPos;\n" "out vec3 cameraPosition;\n" "out float materialShininess;\n" "out float shadowmapIntensity;\n" "out vec3 lightSpecularIntensity;\n" "out vec3 materialSpecularColor;\n" "void main(void)\n" "{\n" " vec4 q = instance_quaternion;\n" " ambient = vec3(0.5,.5,0.5);\n" " \n" " vec4 worldNormal = (quatRotate3( vertexnormal,q));\n" " \n" " normal = worldNormal.xyz;\n" " lightPos = lightPosIn;\n" " cameraPosition = cameraPositionIn;\n" " materialShininess = materialShininessIn;\n" " \n" " shadowmapIntensity = shadowmapIntensityIn;\n" " lightSpecularIntensity = lightSpecularIntensityIn;\n" " materialSpecularColor = materialSpecularColorIn;\n" " \n" " vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);\n" " vertexPos = vec4((instance_position+localcoord).xyz,1);\n" " \n" " vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);\n" " gl_Position = vertexLoc;\n" " ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);\n" " fragment.color = instance_color;\n" " vert.texcoord = uvcoords;\n" "}\n" ;