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

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899 B
GLSL

#version 450
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 modelview;
vec4 lightPos;
} 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;
layout(push_constant) uniform PushConsts {
vec3 objPos;
} pushConsts;
void main()
{
outNormal = inNormal;
outColor = inColor;
vec3 locPos = vec3(ubo.modelview * vec4(inPos, 1.0));
vec3 worldPos = vec3(ubo.modelview * vec4(inPos + pushConsts.objPos, 1.0));
gl_Position = ubo.projection /* ubo.modelview */ * vec4(worldPos, 1.0);
vec4 pos = ubo.modelview * vec4(worldPos, 1.0);
outNormal = mat3(ubo.modelview) * inNormal;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}