procedural-3d-engine/shaders/glsl/bloom/phongpass.vert

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#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;
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mat4 view;
mat4 model;
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} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outColor;
layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
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void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
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gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
vec3 lightPos = vec3(-5.0, -5.0, 0.0);
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vec4 pos = ubo.view * ubo.model * inPos;
outNormal = mat3(ubo.view * ubo.model) * inNormal;
outLightVec = lightPos - pos.xyz;
outViewVec = -pos.xyz;
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}