Different scene, toon shading and separate parameters for color input attachment

This commit is contained in:
saschawillems 2018-07-19 11:01:15 +02:00
parent bdb9af7ef7
commit 0fb88d5467
8 changed files with 74 additions and 31 deletions

View file

@ -1,9 +1,6 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inNormal;
@ -14,6 +11,9 @@ layout (binding = 0) uniform UBO {
} ubo;
layout (location = 0) out vec3 outColor;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
out gl_PerVertex {
vec4 gl_Position;
@ -21,6 +21,9 @@ out gl_PerVertex {
void main()
{
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0);
outColor = inColor;
outNormal = inNormal;
outLightVec = vec3(0.0f, 5.0f, 15.0f) - inPos;
outViewVec = -inPos.xyz;
}