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

42 lines
897 B
GLSL

#version 450
// Vertex attributes
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
// Instanced attributes
layout (location = 4) in vec3 instancePos;
layout (location = 5) in float instanceScale;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
} 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;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
outNormal = inNormal;
vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0);
gl_Position = ubo.projection * ubo.modelview * pos;
vec4 wPos = ubo.modelview * vec4(pos.xyz, 1.0);
vec4 lPos = vec4(0.0, 10.0, 50.0, 1.0);
outLightVec = lPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}