2016-02-25 22:08:47 +01:00
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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2016-03-06 12:55:52 +01:00
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mat4 model;
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2016-02-25 22:08:47 +01:00
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vec4 lightPos;
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} ubo;
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layout (std140, push_constant) uniform PushConsts
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{
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mat4 model;
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vec3 color;
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} pushConsts;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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void main()
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{
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outNormal = inNormal;
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2016-03-06 12:55:52 +01:00
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outColor = inColor;// * pushConsts.color;
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2016-02-25 22:08:47 +01:00
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2016-03-06 12:55:52 +01:00
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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2016-02-25 22:08:47 +01:00
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2016-03-06 12:55:52 +01:00
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vec4 pos = ubo.view * ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(ubo.view * ubo.model) * inNormal;
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2016-02-25 22:08:47 +01:00
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vec3 lPos = ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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}
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