Kelsidavis-WoWee/assets/shaders/terrain.vert
Kelsi 4287878a73 Performance optimizations and collision improvements
Performance:
- Remove expensive inverse() from all vertex shaders (terrain, WMO, M2, water, character)
- Add uniform location caching to avoid repeated glGetUniformLocation calls
- Add proper frustum culling for WMO groups using AABB intersection
- Add distance-based culling for WMO and M2 instances
- Add cleanup of unused M2/WMO models when tiles unload

Collision & Movement:
- Add M2 doodad collision detection (fences, boxes, etc.)
- Reduce character eye height (5.0 -> 1.8) and collision radius (2.5 -> 0.5)
- Enable WoW-style movement speed by default (14 units/sec run, 5 walk, 9 back)
- Fix emote grammar ("You waves." -> "You wave.")

Misc:
- Rename window title to "Wowee"
2026-02-02 23:03:45 -08:00

28 lines
615 B
GLSL

#version 330 core
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(location = 3) in vec2 aLayerUV;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
out vec2 LayerUV;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
void main() {
vec4 worldPos = uModel * vec4(aPosition, 1.0);
FragPos = worldPos.xyz;
// Terrain uses identity model matrix, so normal passes through directly
Normal = aNormal;
TexCoord = aTexCoord;
LayerUV = aLayerUV;
gl_Position = uProjection * uView * worldPos;
}