#version 410 in vec3 col; in vec3 nor; in vec2 uv; uniform float partIndex_colorize; uniform float partIndex_misc_o; //@ME misc_o:color, rippleFrequency, rippleDepth, out vec3 colV; // ramped color from vertex color out vec3 norV; // ramped normal from vertex normal and transforms out vec2 uvV; // ramped uv from vertex uv out vec4 miscV; // refraction tweaks #include "commonDeclare.glsl" void main(void) { #include "commonProjection.glsl" vec4 partColorize = texture(partValues, vec2(partIndex_colorize, partSlot)); colV = mix(col, partColorize.rgb, partColorize.a); uvV = uv; norV = mat3(viewMatrix) * nor; miscV = texture(partValues, vec2(partIndex_misc_o, partSlot)); }