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 vec3 inNormal;
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layout (location = 3) in vec3 inColor;
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#define lightCount 6
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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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vec4 lightColor[lightCount];
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} ubo;
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layout(push_constant) uniform PushConsts {
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vec4 lightPos[lightCount];
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} pushConsts;
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layout (location = 0) out vec3 outNormal;
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layout (location = 2) out vec3 outColor;
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layout (location = 3) out vec4 outLightVec[lightCount];
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2017-02-07 20:39:25 +01:00
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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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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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for (int i = 0; i < lightCount; ++i)
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{
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vec4 worldPos = ubo.model * vec4(inPos.xyz, 1.0);
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outLightVec[i].xyz = pushConsts.lightPos[i].xyz - inPos.xyz;
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// Store light radius in w
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outLightVec[i].w = pushConsts.lightPos[i].w;
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}
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}
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