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

27 lines
581 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
vec3 camPos;
} ubo;
layout (location = 0) out vec3 outWorldPos;
layout (location = 1) out vec3 outNormal;
layout(push_constant) uniform PushConsts {
vec3 objPos;
} pushConsts;
void main()
{
vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0));
outWorldPos = locPos + pushConsts.objPos;
outNormal = mat3(ubo.model) * inNormal;
gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
}