procedural-3d-engine/data/shaders/deferredshadows/deferred.vert

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
mat4 lightMVP;
} ubo;
layout (location = 0) out vec2 outUV;
//layout (location = 1) out vec4 outShadowCoord;
out gl_PerVertex
{
vec4 gl_Position;
};
/*
const mat4 biasMat = mat4(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.0, 1.0 );
*/
void main()
{
outUV = inUV;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
//outShadowCoord = (biasMat * ubo.lightMVP * ubo.modelview) * vec4(inPos, 1.0);
}