2020-09-01 21:51:06 +02:00
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (location = 4) in vec4 inTangent;
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layout (set = 0, binding = 0) uniform UBOScene
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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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vec4 lightPos;
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vec4 viewPos;
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2020-09-02 20:07:37 +02:00
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int colorShadingRates;
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2020-09-01 21:51:06 +02:00
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} uboScene;
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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 vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout (location = 5) out vec4 outTangent;
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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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outTangent = inTangent;
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gl_Position = uboScene.projection * uboScene.view * uboScene.model * vec4(inPos.xyz, 1.0);
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outNormal = mat3(uboScene.model) * inNormal;
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vec4 pos = uboScene.model * vec4(inPos, 1.0);
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outLightVec = uboScene.lightPos.xyz - pos.xyz;
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outViewVec = uboScene.viewPos.xyz - pos.xyz;
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}
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