Textured PBR IBL example
This commit is contained in:
parent
5912aa0a7c
commit
3bf12c69d3
22 changed files with 2232 additions and 0 deletions
35
data/shaders/pbrtexture/pbrtexture.vert
Normal file
35
data/shaders/pbrtexture/pbrtexture.vert
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec2 inUV;
|
||||
|
||||
layout (binding = 0) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 model;
|
||||
mat4 view;
|
||||
vec3 camPos;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) out vec3 outWorldPos;
|
||||
layout (location = 1) out vec3 outNormal;
|
||||
layout (location = 2) out vec2 outUV;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0));
|
||||
outWorldPos = locPos;
|
||||
outNormal = mat3(ubo.model) * inNormal;
|
||||
outUV = inUV;
|
||||
outUV.t = 1.0 - inUV.t;
|
||||
gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue