38 lines
909 B
GLSL
38 lines
909 B
GLSL
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 3) in vec3 inColor;
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struct Instance
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{
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mat4 model;
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vec4 color;
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};
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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Instance instance[343];
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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 = ubo.instance[gl_InstanceIndex].color.rgb;
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mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
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gl_Position = ubo.projection * modelView * inPos;
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outEyePos = vec3(modelView * inPos);
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vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * modelView;
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outLightVec = normalize(lightPos.xyz - outEyePos);
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}
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