procedural-3d-engine/data/shaders/geometryshader/mesh.vert

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2016-02-16 15:07:25 +01:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inTexCoord;
layout (location = 3) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec2 vTexcoord;
layout (location = 1) out vec3 vNormal;
layout (location = 2) out vec3 vColor;
layout (location = 3) out vec3 vEyePos;
layout (location = 4) out vec3 vLightVec;
void main()
{
vTexcoord = inTexCoord.st;
vNormal = inNormal;
vColor = inColor;
gl_Position = ubo.projection * ubo.model * inPos;
vEyePos = vec3(ubo.model * inPos);
vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * ubo.model;
vLightVec = normalize(lightPos.xyz - vEyePos);
}