40 lines
830 B
GLSL
40 lines
830 B
GLSL
|
|
#version 450
|
||
|
|
|
||
|
|
layout (location = 0) in vec4 inPos;
|
||
|
|
layout (location = 1) in vec3 inColor;
|
||
|
|
layout (location = 2) in vec3 inNormal;
|
||
|
|
|
||
|
|
layout (binding = 0) uniform UBO
|
||
|
|
{
|
||
|
|
mat4 projection;
|
||
|
|
mat4 model;
|
||
|
|
mat4 view;
|
||
|
|
} ubo;
|
||
|
|
|
||
|
|
layout (location = 0) out vec3 outNormal;
|
||
|
|
layout (location = 1) out vec3 outColor;
|
||
|
|
layout (location = 2) out vec3 outWorldPos;
|
||
|
|
layout (location = 3) out vec3 outTangent;
|
||
|
|
|
||
|
|
out gl_PerVertex
|
||
|
|
{
|
||
|
|
vec4 gl_Position;
|
||
|
|
};
|
||
|
|
|
||
|
|
void main()
|
||
|
|
{
|
||
|
|
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
|
||
|
|
|
||
|
|
// Vertex position in world space
|
||
|
|
outWorldPos = vec3(ubo.model * inPos);
|
||
|
|
// GL to Vulkan coord space
|
||
|
|
outWorldPos.y = -outWorldPos.y;
|
||
|
|
|
||
|
|
// Normal in world space
|
||
|
|
mat3 mNormal = transpose(inverse(mat3(ubo.model)));
|
||
|
|
outNormal = mNormal * normalize(inNormal);
|
||
|
|
|
||
|
|
// Currently just vertex color
|
||
|
|
outColor = inColor;
|
||
|
|
}
|