procedural-3d-engine/data/shaders/offscreen/phong.vert
Sascha Willems cd3ef3e713 Enabled shader clip distance feature (validation)
Regenerated shaders with current glslang compiler
2019-04-01 20:45:42 +02:00

30 lines
725 B
GLSL

#version 450
layout (location = 0) in vec4 inPos;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outEyePos;
layout (location = 3) out vec3 outLightVec;
void main()
{
outNormal = inNormal;
outColor = inColor;
gl_Position = ubo.projection * ubo.model * inPos;
outEyePos = vec3(ubo.model * inPos);
outLightVec = normalize(ubo.lightPos.xyz - outEyePos);
// Clip against reflection plane
vec4 clipPlane = vec4(0.0, -1.0, 0.0, 1.5);
gl_ClipDistance[0] = dot(inPos, clipPlane);
}