2016-02-16 15:07:25 +01:00
|
|
|
#version 450
|
|
|
|
|
|
|
|
|
|
layout (location = 0) in vec4 inPos;
|
|
|
|
|
layout (location = 1) in vec2 inUV;
|
|
|
|
|
layout (location = 2) in vec3 inColor;
|
|
|
|
|
layout (location = 3) in vec3 inNormal;
|
2016-07-03 21:32:35 +02:00
|
|
|
layout (location = 4) in vec3 inTangent;
|
2016-02-16 15:07:25 +01:00
|
|
|
|
|
|
|
|
layout (binding = 0) uniform UBO
|
|
|
|
|
{
|
|
|
|
|
mat4 projection;
|
|
|
|
|
mat4 model;
|
|
|
|
|
mat4 view;
|
2016-07-03 21:32:35 +02:00
|
|
|
vec4 instancePos[3];
|
2016-02-16 15:07:25 +01:00
|
|
|
} ubo;
|
|
|
|
|
|
|
|
|
|
layout (location = 0) out vec3 outNormal;
|
|
|
|
|
layout (location = 1) out vec2 outUV;
|
|
|
|
|
layout (location = 2) out vec3 outColor;
|
|
|
|
|
layout (location = 3) out vec3 outWorldPos;
|
2016-07-03 21:32:35 +02:00
|
|
|
layout (location = 4) out vec3 outTangent;
|
2016-02-16 15:07:25 +01:00
|
|
|
|
|
|
|
|
void main()
|
|
|
|
|
{
|
2016-07-03 21:32:35 +02:00
|
|
|
vec4 tmpPos = inPos + ubo.instancePos[gl_InstanceIndex];
|
|
|
|
|
|
|
|
|
|
gl_Position = ubo.projection * ubo.view * ubo.model * tmpPos;
|
2016-02-16 15:07:25 +01:00
|
|
|
|
|
|
|
|
outUV = inUV;
|
|
|
|
|
|
|
|
|
|
// Vertex position in world space
|
|
|
|
|
outWorldPos = vec3(ubo.model * tmpPos);
|
|
|
|
|
|
|
|
|
|
// Normal in world space
|
|
|
|
|
mat3 mNormal = transpose(inverse(mat3(ubo.model)));
|
2016-07-03 17:30:27 +02:00
|
|
|
outNormal = mNormal * normalize(inNormal);
|
2016-07-03 21:32:35 +02:00
|
|
|
outTangent = mNormal * normalize(inTangent);
|
2016-02-16 15:07:25 +01:00
|
|
|
|
|
|
|
|
// Currently just vertex color
|
|
|
|
|
outColor = inColor;
|
|
|
|
|
}
|