procedural-3d-engine/shaders/glsl/offscreen/phong.vert
Sascha Willems 3ecc0d2e1f Adjust clipping planes
Fixes #1183
2025-02-01 15:35:19 +01:00

31 lines
792 B
GLSL

#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);
}