procedural-3d-engine/data/shaders/indirectdraw/ground.vert

40 lines
842 B
GLSL

#version 450
// Vertex attributes
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
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 vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
outUV = inUV * 32.0;
outNormal = inNormal;
vec4 pos = vec4(inPos.xyz, 1.0);
gl_Position = ubo.projection * ubo.modelview * pos;
vec4 wPos = ubo.modelview * vec4(pos.xyz, 1.0);
vec4 lPos = vec4(0.0, -5.0, 0.0, 1.0);
outLightVec = lPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}