2016-02-16 15:07:25 +01:00
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#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 lightPos;
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} ubo;
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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 outEyePos;
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layout (location = 3) out vec3 outLightVec;
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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gl_Position = ubo.projection * ubo.model * inPos;
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outEyePos = vec3(ubo.model * inPos);
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outLightVec = normalize(ubo.lightPos.xyz - outEyePos);
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// Clip against reflection plane
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2016-07-06 21:13:24 +02:00
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vec4 clipPlane = vec4(0.0, -1.0, 0.0, 1.5);
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gl_ClipDistance[0] = dot(inPos, clipPlane);
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2016-02-16 15:07:25 +01:00
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}
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