2016-05-03 22:38:57 +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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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2016-05-07 12:37:12 +02:00
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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2016-05-03 22:38:57 +02:00
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2016-05-05 13:03:56 +02:00
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out gl_PerVertex
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{
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2018-03-24 11:35:02 +01:00
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vec4 gl_Position;
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2016-05-05 13:03:56 +02:00
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};
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2016-05-03 22:38:57 +02:00
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void main()
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{
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outNormal = inNormal;
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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2018-03-24 11:35:02 +01:00
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(transpose(inverse(ubo.model))) * normalize(inNormal);
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2016-05-07 12:37:12 +02:00
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vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
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2018-03-24 11:35:02 +01:00
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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2016-05-03 22:38:57 +02:00
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}
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