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

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GLSL
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2016-02-16 15:07:25 +01:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inTexCoord;
layout (location = 3) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 normal;
mat4 view;
} ubo;
layout (location = 0) out vec3 outColor;
layout (location = 1) out vec3 outEyePos;
layout (location = 2) out vec3 outNormal;
void main()
{
outColor = inColor;
mat4 modelView = ubo.view * ubo.model;
outEyePos = normalize( vec3( modelView * inPos ) );
// outNormal = normalize( mat3(ubo.normal) * inNormal );
outNormal = normalize(inNormal);
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));
//vN = r.xy / m + .5;
gl_Position = ubo.projection * modelView * inPos ;
}