2018-08-12 15:07:07 +02:00
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#version 450
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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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2018-09-04 21:18:14 +02:00
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layout (set = 0, binding = 0) uniform UBO {
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2018-08-12 15:07:07 +02:00
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mat4 projection;
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2018-09-04 21:18:14 +02:00
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mat4 view;
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2018-08-12 15:07:07 +02:00
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mat4 model;
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} ubo;
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2018-09-04 21:18:14 +02:00
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layout (set = 1, binding = 0) uniform Node {
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mat4 matrix;
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} node;
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2018-08-12 15:07:07 +02:00
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layout(push_constant) uniform PushBlock {
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2018-09-04 21:18:14 +02:00
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vec4 baseColorFactor;
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} material;
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2018-08-12 15:07:07 +02:00
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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 = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outNormal = inNormal;
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2018-09-04 21:18:14 +02:00
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outColor = material.baseColorFactor.rgb;
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vec4 pos = vec4(inPos, 1.0);
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gl_Position = ubo.projection * ubo.view * ubo.model * node.matrix * pos;
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2018-08-12 15:07:07 +02:00
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2018-09-04 21:18:14 +02:00
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outNormal = mat3(ubo.view * ubo.model * node.matrix) * inNormal;
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2018-08-12 15:07:07 +02:00
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2018-09-04 21:18:14 +02:00
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vec4 localpos = ubo.view * ubo.model * node.matrix * pos;
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vec3 lightPos = vec3(10.0f, -10.0f, 10.0f);
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2018-08-12 15:07:07 +02:00
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outLightVec = lightPos.xyz - localpos.xyz;
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outViewVec = -localpos.xyz;
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}
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