Added gl_PerVertex outputs

This commit is contained in:
saschawillems 2016-05-14 21:23:09 +02:00
parent 7087d7d14e
commit fb053a5011
13 changed files with 26 additions and 0 deletions

View file

@ -10,6 +10,12 @@ layout (binding = 0) uniform UBO
mat4 depthMVP;
} ubo;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position = ubo.depthMVP * vec4(inPos, 1.0);

View file

@ -14,6 +14,12 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;

View file

@ -23,6 +23,10 @@ layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) out vec4 outShadowCoord;
out gl_PerVertex
{
vec4 gl_Position;
};
const mat4 biasMat = mat4(
0.5, 0.0, 0.0, 0.0,

View file

@ -27,6 +27,11 @@ layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
mat4 boneTransform = ubo.bones[inBoneIDs[0]] * inBoneWeights[0];

View file

@ -21,6 +21,11 @@ layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV * 2.0 + ubo.uvOffset;