43 lines
991 B
GLSL
43 lines
991 B
GLSL
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inNormal;
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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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mat4 view;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outColor;
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layout (location = 3) out vec3 outWorldPos;
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void main()
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{
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gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
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outUV = inUV;
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outUV.t = 1.0 - outUV.t;
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// Vertex position in world space
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vec4 tmpPos = inPos;
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outWorldPos = vec3(ubo.model * tmpPos);
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// GL to Vulkan coord space
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outWorldPos.y = -outWorldPos.y;
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// Normal in world space
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mat3 mNormal = transpose(inverse(mat3(ubo.model)));
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outNormal = mNormal * normalize(inNormal);
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// Currently just vertex color
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outColor = inColor;
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}
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