procedural-3d-engine/shaders/glsl/instancing/instancing.vert

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#version 450
// Vertex attributes
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
// Instanced attributes
layout (location = 4) in vec3 instancePos;
layout (location = 5) in vec3 instanceRot;
layout (location = 6) in float instanceScale;
layout (location = 7) in int instanceTexIndex;
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layout (binding = 0) uniform UBO
{
mat4 projection;
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mat4 modelview;
vec4 lightPos;
float locSpeed;
float globSpeed;
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} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
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void main()
{
outColor = inColor;
outUV = vec3(inUV, instanceTexIndex);
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mat3 mx, my, mz;
// rotate around x
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float s = sin(instanceRot.x + ubo.locSpeed);
float c = cos(instanceRot.x + ubo.locSpeed);
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mx[0] = vec3(c, s, 0.0);
mx[1] = vec3(-s, c, 0.0);
mx[2] = vec3(0.0, 0.0, 1.0);
// rotate around y
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s = sin(instanceRot.y + ubo.locSpeed);
c = cos(instanceRot.y + ubo.locSpeed);
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my[0] = vec3(c, 0.0, s);
my[1] = vec3(0.0, 1.0, 0.0);
my[2] = vec3(-s, 0.0, c);
// rot around z
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s = sin(instanceRot.z + ubo.locSpeed);
c = cos(instanceRot.z + ubo.locSpeed);
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mz[0] = vec3(1.0, 0.0, 0.0);
mz[1] = vec3(0.0, c, s);
mz[2] = vec3(0.0, -s, c);
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mat3 rotMat = mz * my * mx;
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mat4 gRotMat;
s = sin(instanceRot.y + ubo.globSpeed);
c = cos(instanceRot.y + ubo.globSpeed);
gRotMat[0] = vec4(c, 0.0, s, 0.0);
gRotMat[1] = vec4(0.0, 1.0, 0.0, 0.0);
gRotMat[2] = vec4(-s, 0.0, c, 0.0);
gRotMat[3] = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 locPos = vec4(inPos.xyz * rotMat, 1.0);
vec4 pos = vec4((locPos.xyz * instanceScale) + instancePos, 1.0);
gl_Position = ubo.projection * ubo.modelview * gRotMat * pos;
outNormal = mat3(ubo.modelview * gRotMat) * inverse(rotMat) * inNormal;
pos = ubo.modelview * vec4(inPos.xyz + instancePos, 1.0);
vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
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}