2016-02-16 15:07:25 +01:00
|
|
|
#version 450
|
|
|
|
|
|
|
|
|
|
layout (location = 0) in vec4 inPos;
|
|
|
|
|
layout (location = 1) in vec3 inNormal;
|
|
|
|
|
layout (location = 2) in vec3 inColor;
|
|
|
|
|
|
|
|
|
|
layout (binding = 0) uniform UBO
|
|
|
|
|
{
|
|
|
|
|
mat4 projection;
|
|
|
|
|
mat4 view;
|
2024-01-06 16:47:11 +01:00
|
|
|
vec4 lightpos;
|
|
|
|
|
mat4 model[3];
|
2016-02-16 15:07:25 +01:00
|
|
|
} ubo;
|
|
|
|
|
|
|
|
|
|
layout (location = 0) out vec3 outNormal;
|
|
|
|
|
layout (location = 1) out vec3 outColor;
|
|
|
|
|
layout (location = 2) out vec3 outEyePos;
|
|
|
|
|
layout (location = 3) out vec3 outLightVec;
|
|
|
|
|
|
|
|
|
|
void main()
|
|
|
|
|
{
|
2024-01-06 16:47:11 +01:00
|
|
|
outNormal = normalize(mat3x3(ubo.model[gl_InstanceIndex]) * inNormal);
|
2016-02-16 15:07:25 +01:00
|
|
|
outColor = inColor;
|
2024-01-06 16:47:11 +01:00
|
|
|
mat4 modelView = ubo.view * ubo.model[gl_InstanceIndex];
|
2016-02-16 15:07:25 +01:00
|
|
|
vec4 pos = modelView * inPos;
|
|
|
|
|
outEyePos = vec3(modelView * pos);
|
2024-01-06 16:47:11 +01:00
|
|
|
vec4 lightPos = vec4(ubo.lightpos.xyz, 1.0) * modelView;
|
2016-02-16 15:07:25 +01:00
|
|
|
outLightVec = normalize(lightPos.xyz - outEyePos);
|
|
|
|
|
gl_Position = ubo.projection * pos;
|
|
|
|
|
}
|