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 vec4 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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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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2016-02-24 23:14:47 +01:00
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mat4 modelview;
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2016-02-16 15:07:25 +01:00
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outColor;
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2016-02-24 23:14:47 +01:00
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layout (location = 3) out vec3 outViewVec;
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2016-02-16 15:07:25 +01:00
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layout (location = 4) out vec3 outLightVec;
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2016-05-23 22:27:32 +02:00
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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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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outNormal = inNormal;
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outColor = inColor;
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outUV = inUV;
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2016-02-24 23:14:47 +01:00
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gl_Position = ubo.projection * ubo.modelview * inPos;
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vec3 lightPos = vec3(-5.0, -5.0, 0.0);
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vec4 pos = ubo.modelview * inPos;
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outNormal = mat3(ubo.modelview) * inNormal;
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outLightVec = lightPos - pos.xyz;
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outViewVec = -pos.xyz;
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2016-02-16 15:07:25 +01:00
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}
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