2016-02-16 15:07:25 +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 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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2020-04-13 16:26:40 +02:00
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layout (set = 0, binding = 0) uniform UBOScene
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2016-02-16 15:07:25 +01:00
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{
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mat4 projection;
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2020-04-13 16:26:40 +02:00
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mat4 view;
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2016-02-16 15:07:25 +01:00
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vec4 lightPos;
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2020-04-13 16:26:40 +02:00
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} uboScene;
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layout(push_constant) uniform PushConsts {
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mat4 model;
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} primitive;
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2016-02-16 15:07:25 +01:00
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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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2016-02-24 23:26:49 +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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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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2020-04-13 16:26:40 +02:00
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gl_Position = uboScene.projection * uboScene.view * primitive.model * vec4(inPos.xyz, 1.0);
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2016-02-24 23:26:49 +01:00
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2020-04-13 16:26:40 +02:00
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vec4 pos = uboScene.view * vec4(inPos, 1.0);
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outNormal = mat3(uboScene.view) * inNormal;
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vec3 lPos = mat3(uboScene.view) * uboScene.lightPos.xyz;
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2017-02-07 20:39:25 +01:00
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outLightVec = lPos - 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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