procedural-3d-engine/shaders/glsl/gltfloading/mesh.vert

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (set = 0, binding = 0) uniform UBOScene
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{
mat4 projection;
mat4 view;
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vec4 lightPos;
vec4 viewPos;
} uboScene;
layout(push_constant) uniform PushConsts {
mat4 model;
} primitive;
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layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
gl_Position = uboScene.projection * uboScene.view * primitive.model * vec4(inPos.xyz, 1.0);
vec4 pos = uboScene.view * vec4(inPos, 1.0);
outNormal = mat3(uboScene.view) * inNormal;
vec3 lPos = mat3(uboScene.view) * uboScene.lightPos.xyz;
outLightVec = uboScene.lightPos.xyz - pos.xyz;
outViewVec = uboScene.viewPos.xyz - pos.xyz;
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}