procedural-3d-engine/data/shaders/multithreading/phong.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 vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
vec4 lightPos;
} ubo;
layout (std140, push_constant) uniform PushConsts
{
mat4 model;
vec3 color;
} pushConsts;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
{
outNormal = inNormal;
outColor = inColor;// * pushConsts.color;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.view * ubo.model * vec4(inPos, 1.0);
outNormal = mat3(ubo.view * ubo.model) * inNormal;
vec3 lPos = ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}