procedural-3d-engine/shaders/glsl/pbrbasic/pbr.vert

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GLSL
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2017-02-19 15:03:16 +01:00
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
vec3 camPos;
} ubo;
layout (location = 0) out vec3 outWorldPos;
layout (location = 1) out vec3 outNormal;
layout(push_constant) uniform PushConsts {
vec3 objPos;
} pushConsts;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0));
outWorldPos = locPos + pushConsts.objPos;
outNormal = mat3(ubo.model) * inNormal;
gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
}