42 lines
890 B
GLSL
42 lines
890 B
GLSL
|
|
#version 450
|
||
|
|
|
||
|
|
layout (location = 0) in vec3 inPos;
|
||
|
|
layout (location = 1) in vec3 inNormal;
|
||
|
|
layout (location = 2) in vec3 inColor;
|
||
|
|
|
||
|
|
layout (set = 0, binding = 0) uniform UBO
|
||
|
|
{
|
||
|
|
mat4 projection;
|
||
|
|
mat4 model;
|
||
|
|
} ubo;
|
||
|
|
|
||
|
|
layout(push_constant) uniform PushBlock {
|
||
|
|
vec4 offset;
|
||
|
|
vec4 color;
|
||
|
|
} pushBlock;
|
||
|
|
|
||
|
|
layout (location = 0) out vec3 outNormal;
|
||
|
|
layout (location = 1) out vec3 outColor;
|
||
|
|
layout (location = 2) out vec3 outViewVec;
|
||
|
|
layout (location = 3) out vec3 outLightVec;
|
||
|
|
|
||
|
|
out gl_PerVertex
|
||
|
|
{
|
||
|
|
vec4 gl_Position;
|
||
|
|
};
|
||
|
|
|
||
|
|
void main()
|
||
|
|
{
|
||
|
|
outNormal = inNormal;
|
||
|
|
outColor = inColor * pushBlock.color.rgb;
|
||
|
|
vec4 pos = vec4(inPos + pushBlock.offset.xyz, 1.0);
|
||
|
|
gl_Position = ubo.projection * ubo.model * pos;
|
||
|
|
|
||
|
|
outNormal = mat3(ubo.model) * inNormal;
|
||
|
|
|
||
|
|
vec4 localpos = ubo.model * pos;
|
||
|
|
vec3 lightPos = vec3(1.0f, -1.0f, 1.0f);
|
||
|
|
outLightVec = lightPos.xyz - localpos.xyz;
|
||
|
|
outViewVec = -localpos.xyz;
|
||
|
|
}
|