Added text overlay to cubemap sample, multiple objects, optimizations
This commit is contained in:
parent
6344a0e016
commit
c68025a332
10 changed files with 212 additions and 60 deletions
|
|
@ -12,16 +12,27 @@ layout (binding = 0) uniform UBO
|
|||
mat4 model;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) out vec3 outEyePos;
|
||||
layout (location = 1) out vec3 outEyeNormal;
|
||||
layout (location = 2) out mat4 outView;
|
||||
layout (location = 0) out vec3 outPos;
|
||||
layout (location = 1) out vec3 outNormal;
|
||||
layout (location = 2) out vec3 outViewVec;
|
||||
layout (location = 3) out vec3 outLightVec;
|
||||
layout (location = 4) out mat4 outInvModelView;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
|
||||
|
||||
outEyePos = vec3(ubo.model * vec4(inPos, 1.0));
|
||||
outEyeNormal = vec3(ubo.model * vec4(inNormal, 0.0));
|
||||
outPos = vec3(ubo.model * vec4(inPos, 1.0));
|
||||
outNormal = mat3(ubo.model) * inNormal;
|
||||
|
||||
outView = ubo.model;
|
||||
outInvModelView = inverse(ubo.model);
|
||||
|
||||
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
|
||||
outLightVec = lightPos.xyz - outPos.xyz;
|
||||
outViewVec = -outPos.xyz;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue