2016-02-16 15:07:25 +01:00
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 3) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec4 outPos;
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2016-06-27 01:26:48 -07:00
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layout (location = 2) out vec3 outNormal;
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2016-02-16 15:07:25 +01:00
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2016-06-27 01:26:48 -07:00
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mat3 mat3_emu(mat4 m4) {
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return mat3(
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m4[0][0], m4[0][1], m4[0][2],
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m4[1][0], m4[1][1], m4[1][2],
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m4[2][0], m4[2][1], m4[2][2]);
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}
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2016-06-01 21:55:10 +02:00
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2016-02-16 15:07:25 +01:00
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void main()
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{
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2016-06-27 01:26:48 -07:00
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mat3 rotation = mat3_emu(ubo.model);
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outNormal = rotation * inNormal;
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2016-02-16 15:07:25 +01:00
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outUV = inUV;
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outPos = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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gl_Position = outPos;
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}
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