procedural-3d-engine/data/shaders/shadowmappingcascade/scene.vert

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GLSL
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2017-12-09 21:12:55 +01:00
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 view;
mat4 model;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewPos;
layout (location = 3) out vec3 outPos;
out gl_PerVertex {
vec4 gl_Position;
};
void main()
{
outColor = inColor;
outNormal = inNormal;
outPos = inPos;
outViewPos = (ubo.view * vec4(inPos.xyz, 1.0)).xyz;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
}