Updated shaders, UI

This commit is contained in:
saschawillems 2018-09-04 21:18:14 +02:00
parent 0dd76f4ce3
commit 25e296be55
3 changed files with 22 additions and 15 deletions

View file

@ -4,16 +4,19 @@ layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (set = 0, binding = 0) uniform UBO
{
layout (set = 0, binding = 0) uniform UBO {
mat4 projection;
mat4 view;
mat4 model;
} ubo;
layout (set = 1, binding = 0) uniform Node {
mat4 matrix;
} node;
layout(push_constant) uniform PushBlock {
vec4 offset;
vec4 color;
} pushBlock;
vec4 baseColorFactor;
} material;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
@ -28,14 +31,14 @@ out gl_PerVertex
void main()
{
outNormal = inNormal;
outColor = inColor * pushBlock.color.rgb;
vec4 pos = vec4(inPos + pushBlock.offset.xyz, 1.0);
gl_Position = ubo.projection * ubo.model * pos;
outColor = material.baseColorFactor.rgb;
vec4 pos = vec4(inPos, 1.0);
gl_Position = ubo.projection * ubo.view * ubo.model * node.matrix * pos;
outNormal = mat3(ubo.model) * inNormal;
outNormal = mat3(ubo.view * ubo.model * node.matrix) * inNormal;
vec4 localpos = ubo.model * pos;
vec3 lightPos = vec3(1.0f, -1.0f, 1.0f);
vec4 localpos = ubo.view * ubo.model * node.matrix * pos;
vec3 lightPos = vec3(10.0f, -10.0f, 10.0f);
outLightVec = lightPos.xyz - localpos.xyz;
outViewVec = -localpos.xyz;
}