procedural-3d-engine/android/mesh/mesh.Packaging/assets/shaders/mesh.vert
2016-02-16 15:07:25 +01:00

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825 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outEyePos;
layout (location = 4) out vec3 outLightVec;
void main()
{
outNormal = normalize(inNormal);
outColor = inColor;
vec4 pos = ubo.model * vec4(inPos.xyz, 1.0);
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
vec4 lPos = ubo.model * ubo.lightPos;
outLightVec = vec3(lPos.xyz - pos.xyz);
outEyePos = vec3(-pos);
}