2016-02-28 22:26:11 +01:00
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#version 450
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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 = 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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mat4 view;
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mat4 model;
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mat4 lightSpace;
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vec3 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out vec4 outShadowCoord;
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2016-05-14 21:23:09 +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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2016-02-28 22:26:11 +01:00
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const mat4 biasMat = mat4(
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.5, 0.5, 0.0, 1.0 );
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void main()
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{
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outColor = inColor;
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outNormal = inNormal;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(ubo.model) * inNormal;
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outLightVec = normalize(ubo.lightPos - inPos);
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outViewVec = -pos.xyz;
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outShadowCoord = ( biasMat * ubo.lightSpace * ubo.model ) * vec4(inPos, 1.0);
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}
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