Complete rework of the sample

Simplified, added comments and only use single buffers to show best practices
This commit is contained in:
Sascha Willems 2024-01-06 16:47:11 +01:00
parent f5cddbd207
commit eff719099a
7 changed files with 435 additions and 626 deletions

View file

@ -7,10 +7,9 @@ layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 normal;
mat4 view;
vec3 lightpos;
vec4 lightpos;
mat4 model[3];
} ubo;
layout (location = 0) out vec3 outNormal;
@ -20,12 +19,12 @@ layout (location = 3) out vec3 outLightVec;
void main()
{
outNormal = normalize(mat3(ubo.normal) * inNormal);
outNormal = normalize(mat3x3(ubo.model[gl_InstanceIndex]) * inNormal);
outColor = inColor;
mat4 modelView = ubo.view * ubo.model;
mat4 modelView = ubo.view * ubo.model[gl_InstanceIndex];
vec4 pos = modelView * inPos;
outEyePos = vec3(modelView * pos);
vec4 lightPos = vec4(ubo.lightpos, 1.0) * modelView;
vec4 lightPos = vec4(ubo.lightpos.xyz, 1.0) * modelView;
outLightVec = normalize(lightPos.xyz - outEyePos);
gl_Position = ubo.projection * pos;
}

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