#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inColor; layout (location = 2) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; mat4 model; vec4 lightPos; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outEyePos; layout (location = 3) out vec3 outLightVec; void main() { outNormal = inNormal; outColor = inColor; gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0); outEyePos = vec3(ubo.view * ubo.model * vec4(inPos, 1.0)); outLightVec = normalize(ubo.lightPos.xyz - outEyePos); // Clip against reflection plane vec4 clipPlane = vec4(0.0, -1.0, 0.0, 0.0); gl_ClipDistance[0] = dot(vec4(inPos, 1.0), clipPlane); }