29 lines
No EOL
597 B
GLSL
29 lines
No EOL
597 B
GLSL
#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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#define lightCount 6
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 view;
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} ubo;
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layout(push_constant) uniform PushConsts {
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vec4 color;
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vec4 position;
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} pushConsts;
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layout (location = 0) out vec3 outColor;
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void main()
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{
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outColor = inColor * pushConsts.color.rgb;
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vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0));
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vec3 worldPos = locPos + pushConsts.position.xyz;
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gl_Position = ubo.projection * ubo.view * vec4(worldPos, 1.0);
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} |