39 lines
No EOL
850 B
GLSL
39 lines
No EOL
850 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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layout (std140, push_constant) uniform PushConsts
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{
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mat4 mvp;
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vec3 color;
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} pushConsts;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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void main()
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{
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outNormal = inNormal;
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if ( (inColor.r == 1.0) && (inColor.g == 0.0) && (inColor.b == 0.0))
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{
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outColor = pushConsts.color;
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}
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else
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{
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outColor = inColor;
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}
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gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0);
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vec4 pos = pushConsts.mvp * vec4(inPos, 1.0);
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outNormal = mat3(pushConsts.mvp) * inNormal;
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// vec3 lPos = ubo.lightPos.xyz;
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vec3 lPos = vec3(0.0);
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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} |