#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inColor; layout (location = 3) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; mat4 model; mat4 lightSpace; vec4 lightPos; float zNear; float zFar; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outViewVec; layout (location = 3) out vec3 outLightVec; layout (location = 4) out vec4 outShadowCoord; const mat4 biasMat = mat4( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.5, 0.5, 0.0, 1.0 ); void main() { outColor = inColor; outNormal = inNormal; gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0); vec4 pos = ubo.model * vec4(inPos, 1.0); outNormal = mat3(ubo.model) * inNormal; outLightVec = normalize(ubo.lightPos.xyz - inPos); outViewVec = -pos.xyz; outShadowCoord = ( biasMat * ubo.lightSpace * ubo.model ) * vec4(inPos, 1.0); }