Plaster

vertex
#version 330 #define TRIAL_V_LOCATION 0 #define TRIAL_V_NORMAL 1 #define TRIAL_V_UV 2 #define TRIAL_V_TANGENT 3 #define TRIAL_V_COLOR 4 #define TRIAL_V_JOINTS 5 #define TRIAL_V_WEIGHTS 6 #define TRIAL_V_UV_0 2 #define TRIAL_V_UV_1 7 #define TRIAL_V_UV_2 9 #define TRIAL_V_UV_3 11 #define TRIAL_V_JOINTS_0 5 #define TRIAL_V_WEIGHTS_0 6 #define TRIAL_V_COLOR_0 4 #define TRIAL_V_COLOR_1 8 #define TRIAL_V_COLOR_2 10 #define TRIAL_V_COLOR_3 12 #define TRIAL_V_INDEX 13 layout(location = TRIAL_V_LOCATION) in vec3 position; uniform mat4 model_matrix; uniform mat4 view_matrix; uniform mat4 projection_matrix; out vec3 v_world_position; out vec3 v_view_position; layout(location = TRIAL_V_UV) in vec2 in_uv; out vec2 uv; layout(location = TRIAL_V_NORMAL) in vec3 in_normal; out vec3 v_normal; void main(); void _main_primary_1(){ vec4 world_position = (model_matrix * vec4(position, 1.0)); vec4 view_position = (view_matrix * world_position); gl_Position = (projection_matrix * view_position); v_world_position = world_position.xyz; v_view_position = view_position.xyz; } void _main_primary_2(){ _main_primary_1(); uv = in_uv; } void _main_after_1(){ v_normal = in_normal; } void _GLSLTK_main_1(){ _main_primary_2(); _main_after_1(); } void main(){ _GLSLTK_main_1(); }