procedural-3d-engine/shaders/glsl/gears/gears.vert

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GLSL
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#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;
vec4 lightpos;
mat4 model[3];
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} 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()
{
outNormal = normalize(mat3x3(ubo.model[gl_InstanceIndex]) * inNormal);
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outColor = inColor;
mat4 modelView = ubo.view * ubo.model[gl_InstanceIndex];
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vec4 pos = modelView * inPos;
outEyePos = vec3(modelView * pos);
vec4 lightPos = vec4(ubo.lightpos.xyz, 1.0) * modelView;
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outLightVec = normalize(lightPos.xyz - outEyePos);
gl_Position = ubo.projection * pos;
}