36 lines
722 B
GLSL
36 lines
722 B
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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mat4 lightMVP;
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} ubo;
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layout (location = 0) out vec2 outUV;
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//layout (location = 1) out vec4 outShadowCoord;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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/*
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const mat4 biasMat = mat4(
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.5, 0.5, 0.0, 1.0 );
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*/
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void main()
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{
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outUV = inUV;
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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//outShadowCoord = (biasMat * ubo.lightMVP * ubo.modelview) * vec4(inPos, 1.0);
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}
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