2016-02-16 15:07:25 +01:00
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#version 450
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layout (location = 0) in vec3 inPos;
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2020-07-28 20:20:38 +02:00
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inNormal;
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2016-02-16 15:07:25 +01:00
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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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mat4 model;
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vec4 lightPos;
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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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layout (location = 4) out vec3 outWorldPos;
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layout (location = 5) out vec3 outLightPos;
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2016-05-31 20:07:43 +02:00
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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2016-02-16 15:07:25 +01:00
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void main()
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{
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outColor = inColor;
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outNormal = inNormal;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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outEyePos = vec3(ubo.model * vec4(inPos, 1.0f));
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outLightVec = normalize(ubo.lightPos.xyz - inPos.xyz);
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outWorldPos = inPos;
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outLightPos = ubo.lightPos.xyz;
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}
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