procedural-3d-engine/data/shaders/glsl/occlusionquery/mesh.vert

38 lines
830 B
GLSL
Raw Normal View History

2016-02-16 15:07:25 +01:00
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
float visible;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out float outVisible;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
2016-05-18 18:55:58 +02:00
out gl_PerVertex
{
vec4 gl_Position;
};
2016-02-16 15:07:25 +01:00
void main()
{
outNormal = inNormal;
outColor = inColor;
outVisible = ubo.visible;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.modelview * vec4(inPos, 1.0);
outNormal = mat3(ubo.modelview) * inNormal;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}