procedural-3d-engine/shaders/glsl/texturemipmapgen/texture.vert

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
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vec4 viewPos;
float lodBias;
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int samplerIndex;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
{
outUV = inUV * vec2(2.0, 1.0);
outLodBias = ubo.lodBias;
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
vec3 lightPos = vec3(-30.0, 0.0, 0.0);
outLightVec = worldPos - lightPos;
outViewVec = ubo.viewPos.xyz - worldPos;
}