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

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GLSL
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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
mat4 modelView = ubo.view * ubo.model;
gl_Position = ubo.projection * modelView * vec4(inPos.xyz, 1.0);
vec4 pos = modelView * vec4(inPos, 0.0);
outNormal = mat3(ubo.model) * inNormal;
vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
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outLightVec = lPos - (ubo.model * vec4(inPos, 1.0)).xyz;
outViewVec = -(ubo.model * vec4(inPos, 1.0)).xyz;
}