procedural-3d-engine/data/shaders/glsl/sphericalenvmapping/sem.vert

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GLSL
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#version 450
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 3) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 normal;
mat4 view;
int texIndex;
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} ubo;
layout (location = 0) out vec3 outColor;
layout (location = 1) out vec3 outEyePos;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out flat int outTexIndex;
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void main()
{
outColor = inColor;
mat4 modelView = ubo.view * ubo.model;
outEyePos = normalize( vec3( modelView * inPos ) );
outTexIndex = ubo.texIndex;
outNormal = normalize( mat3(ubo.normal) * inNormal );
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vec3 r = reflect( outEyePos, outNormal );
float m = 2.0 * sqrt( pow(r.x, 2.0) + pow(r.y, 2.0) + pow(r.z + 1.0, 2.0));
gl_Position = ubo.projection * modelView * inPos;
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}