procedural-3d-engine/data/shaders/instancing/instancing.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 = 3) in vec3 inColor;
struct Instance
{
mat4 model;
vec4 color;
};
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
Instance instance[343];
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outEyePos;
layout (location = 3) out vec3 outLightVec;
void main()
{
outNormal = inNormal;
outColor = ubo.instance[gl_InstanceIndex].color.rgb;
mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
gl_Position = ubo.projection * modelView * inPos;
outEyePos = vec3(modelView * inPos);
vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * modelView;
outLightVec = normalize(lightPos.xyz - outEyePos);
}