procedural-3d-engine/shaders/glsl/ssao/gbuffer.vert

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2016-10-28 21:16:21 +02:00
#version 450
layout (location = 0) in vec4 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 model;
mat4 view;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outColor;
layout (location = 3) out vec3 outPos;
void main()
{
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
outUV = inUV;
// Vertex position in view space
outPos = vec3(ubo.view * ubo.model * inPos);
// Normal in view space
mat3 normalMatrix = transpose(inverse(mat3(ubo.view * ubo.model)));
outNormal = normalMatrix * inNormal;
outColor = inColor;
}