2016-02-16 15:07:25 +01:00
|
|
|
#version 450
|
|
|
|
|
|
|
|
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
|
|
|
#extension GL_ARB_shading_language_420pack : enable
|
|
|
|
|
|
2016-04-17 12:30:42 +02:00
|
|
|
// Vertex attributes
|
2016-02-16 15:07:25 +01:00
|
|
|
layout (location = 0) in vec4 inPos;
|
|
|
|
|
layout (location = 1) in vec3 inNormal;
|
2016-04-17 12:30:42 +02:00
|
|
|
layout (location = 2) in vec2 inUV;
|
2016-02-16 15:07:25 +01:00
|
|
|
layout (location = 3) in vec3 inColor;
|
|
|
|
|
|
2016-04-17 12:30:42 +02:00
|
|
|
// Instanced attributes
|
|
|
|
|
layout (location = 4) in vec3 instancePos;
|
|
|
|
|
layout (location = 5) in vec3 instanceRot;
|
|
|
|
|
layout (location = 6) in float instanceScale;
|
|
|
|
|
layout (location = 7) in int instanceTexIndex;
|
2016-02-16 15:07:25 +01:00
|
|
|
|
|
|
|
|
layout (binding = 0) uniform UBO
|
|
|
|
|
{
|
|
|
|
|
mat4 projection;
|
|
|
|
|
mat4 view;
|
2016-04-17 12:30:42 +02:00
|
|
|
float time;
|
2016-02-16 15:07:25 +01:00
|
|
|
} ubo;
|
|
|
|
|
|
|
|
|
|
layout (location = 0) out vec3 outNormal;
|
|
|
|
|
layout (location = 1) out vec3 outColor;
|
|
|
|
|
layout (location = 2) out vec3 outEyePos;
|
|
|
|
|
layout (location = 3) out vec3 outLightVec;
|
2016-04-17 12:30:42 +02:00
|
|
|
layout (location = 4) out vec3 outUV;
|
2016-02-16 15:07:25 +01:00
|
|
|
|
|
|
|
|
void main()
|
|
|
|
|
{
|
2016-04-17 12:30:42 +02:00
|
|
|
outColor = inColor;
|
|
|
|
|
outUV = vec3(inUV, instanceTexIndex);
|
|
|
|
|
|
|
|
|
|
mat4 mx, my, mz;
|
|
|
|
|
|
|
|
|
|
// rotate around x
|
|
|
|
|
float s = sin(instanceRot.x);
|
|
|
|
|
float c = cos(instanceRot.x);
|
|
|
|
|
|
|
|
|
|
mx[0] = vec4(c, s, 0.0, 0.0);
|
|
|
|
|
mx[1] = vec4(-s, c, 0.0, 0.0);
|
|
|
|
|
mx[2] = vec4(0.0, 0.0, 1.0, 0.0);
|
|
|
|
|
mx[3] = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
|
|
|
|
|
|
// rotate around y
|
|
|
|
|
s = sin(instanceRot.y + ubo.time);
|
|
|
|
|
c = cos(instanceRot.y + ubo.time);
|
|
|
|
|
|
|
|
|
|
my[0] = vec4(c, 0.0, s, 0.0);
|
|
|
|
|
my[1] = vec4(0.0, 1.0, 0.0, 0.0);
|
|
|
|
|
my[2] = vec4(-s, 0.0, c, 0.0);
|
|
|
|
|
my[3] = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
|
|
|
|
|
|
// rot around z
|
|
|
|
|
s = sin(instanceRot.z);
|
|
|
|
|
c = cos(instanceRot.z);
|
|
|
|
|
|
|
|
|
|
mz[0] = vec4(1.0, 0.0, 0.0, 0.0);
|
|
|
|
|
mz[1] = vec4(0.0, c, s, 0.0);
|
|
|
|
|
mz[2] = vec4(0.0, -s, c, 0.0);
|
|
|
|
|
mz[3] = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
|
|
|
|
|
|
mat4 rotMat = mz * my * mx;
|
|
|
|
|
|
|
|
|
|
outNormal = inNormal * mat3(rotMat);
|
|
|
|
|
|
|
|
|
|
vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0) * rotMat;
|
|
|
|
|
|
|
|
|
|
outEyePos = vec3(ubo.view * pos);
|
|
|
|
|
|
|
|
|
|
gl_Position = ubo.projection * ubo.view * pos;
|
|
|
|
|
|
|
|
|
|
vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * ubo.view;
|
2016-02-16 15:07:25 +01:00
|
|
|
outLightVec = normalize(lightPos.xyz - outEyePos);
|
|
|
|
|
}
|