Skinned mesh stuff moved to class, added resources

This commit is contained in:
saschawillems 2016-05-14 21:19:52 +02:00
parent 26b02736d5
commit 7087d7d14e
19 changed files with 2637 additions and 14775 deletions

View file

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#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;
vec4 lightPos;
vec4 viewPos;
vec2 uvOffset;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
void main()
{
outUV = inUV * 2.0 + ubo.uvOffset;
vec4 pos = vec4(inPos, 1.0);
gl_Position = ubo.projection * ubo.model * vec4(pos);
outNormal = mat3(ubo.model) * inNormal;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
}