Refactored geometry shader example, added normal map toggle, updated shaders, etc.

This commit is contained in:
saschawillems 2016-06-05 19:57:35 +02:00
parent 284465227a
commit 54801493aa
10 changed files with 119 additions and 109 deletions

View file

@ -5,28 +5,34 @@
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inTexCoord;
layout (location = 3) in vec3 inColor;
layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
layout (set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec2 vTexcoord;
layout (location = 1) out vec3 vNormal;
layout (location = 2) out vec3 vColor;
layout (location = 3) out vec3 vEyePos;
layout (location = 4) out vec3 vLightVec;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
vTexcoord = inTexCoord.st;
vNormal = inNormal;
vColor = inColor;
outNormal = inNormal;
outColor = inColor;
gl_Position = ubo.projection * ubo.model * inPos;
vEyePos = vec3(ubo.model * inPos);
vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * ubo.model;
vLightVec = normalize(lightPos.xyz - vEyePos);
vec4 pos = ubo.model * vec4(inPos.xyz, 1.0);
outNormal = mat3(ubo.model) * inNormal;
vec3 lightPos = vec3(1.0f, -1.0f, 1.0f);
outLightVec = lightPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}