#if FLAG_DEFERRED #error Deferred Shading needs core profile #endif /********************Entrant********************/ varying vec2 VertexPosition; /********************Sortant********************/ varying vec2 vTexCoord; /********************Uniformes********************/ uniform sampler2D MaterialAlphaMap; uniform float MaterialAlphaThreshold; uniform vec4 MaterialDiffuse; uniform sampler2D MaterialDiffuseMap; uniform float VertexDepth; /********************Fonctions********************/ void main() { gl_Position = vec4(VertexPosition, VertexDepth, 1.0); #if ALPHA_MAPPING || DIFFUSE_MAPPING #if FLAG_FLIP_UVS vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, 0.5 - VertexPosition.y*0.5; #else vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, (VertexPosition.y + 1.0)*0.5); #endif // FLAG_FLIP_UVS #endif }