procedural-3d-engine/data/shaders/glsl/gltfscenerendering/scene.vert
Sascha Willems e370e6d169
Merge glTF scene rendering sample (#744)
* Started reworking the scene rendering to sample
Use glTF instead of ASSIMP, per-material pipelines, material loading, etc.

* Visibility toggle for scene nodes

* Fixed lighting, updated GLSL and HLSL shaders

* Renamed sample

* Code-Cleanup, comments, validation fixes

* Android build

* Started on tutorial for glTF scene rendering sample

* Minor code cleanup

* Adding new chapters to the tutorial for glTF scene rendering sample

* Added info on normal map shader bindings, spelling

* Added drawing chapter

* Getter for texture descriptors

Makes code a easier to read

* Renamed glTF scene sample

* Add markdown files to projects

* Updated readme, separate chapter for glTF samples

* Comments

* Removed unused screenshot
2020-07-04 14:20:45 +02:00

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GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (location = 4) in vec4 inTangent;
layout (set = 0, binding = 0) uniform UBOScene
{
mat4 projection;
mat4 view;
vec4 lightPos;
vec4 viewPos;
} uboScene;
layout(push_constant) uniform PushConsts {
mat4 model;
} primitive;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 5) out vec4 outTangent;
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
outTangent = inTangent;
gl_Position = uboScene.projection * uboScene.view * primitive.model * vec4(inPos.xyz, 1.0);
outNormal = mat3(primitive.model) * inNormal;
vec4 pos = primitive.model * vec4(inPos, 1.0);
outLightVec = uboScene.lightPos.xyz - pos.xyz;
outViewVec = uboScene.viewPos.xyz - pos.xyz;
}