procedural-3d-engine/shaders/glsl/rayquery/scene.vert
2023-05-09 21:03:02 +02:00

33 lines
842 B
GLSL

#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;
vec3 lightPos;
} 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 vec3 outWorldPos;
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);
outWorldPos = vec3(ubo.model * vec4(inPos, 1.0));
outNormal = mat3(ubo.model) * inNormal;
outLightVec = normalize(ubo.lightPos - inPos);
outViewVec = -pos.xyz;
}