30 lines
668 B
GLSL
30 lines
668 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 (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 invModel;
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float lodBias;
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int cubeMapIndex;
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} ubo;
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layout (location = 0) out vec3 outPos;
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layout (location = 1) out vec3 outNormal;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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void main()
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{
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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outPos = vec3(ubo.model * vec4(inPos, 1.0));
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outNormal = mat3(ubo.model) * inNormal;
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vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
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outLightVec = lightPos.xyz - outPos.xyz;
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outViewVec = -outPos.xyz;
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}
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