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

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (constant_id = 0) const int type = 0;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 modelview;
mat4 inverseModelview;
2024-01-20 13:05:02 +01:00
float exposure;
} ubo;
layout (location = 0) out vec3 outUVW;
layout (location = 1) out vec3 outPos;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
{
outUVW = inPos;
switch(type) {
case 0: // Skybox
outPos = vec3(mat3(ubo.modelview) * inPos);
gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
break;
case 1: // Object
outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
break;
}
outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
outNormal = mat3(ubo.modelview) * inNormal;
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
}