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

79 lines
1.8 KiB
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;
// Instanced attributes
layout (location = 4) in vec3 instancePos;
layout (location = 5) in vec3 instanceRot;
layout (location = 6) in float instanceScale;
layout (location = 7) in int instanceTexIndex;
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 vec3 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
outUV = vec3(inUV, instanceTexIndex);
outUV.t = 1.0 - outUV.t;
mat4 mx, my, mz;
// rotate around x
float s = sin(instanceRot.x);
float c = cos(instanceRot.x);
mx[0] = vec4(c, s, 0.0, 0.0);
mx[1] = vec4(-s, c, 0.0, 0.0);
mx[2] = vec4(0.0, 0.0, 1.0, 0.0);
mx[3] = vec4(0.0, 0.0, 0.0, 1.0);
// rotate around y
s = sin(instanceRot.y);
c = cos(instanceRot.y);
my[0] = vec4(c, 0.0, s, 0.0);
my[1] = vec4(0.0, 1.0, 0.0, 0.0);
my[2] = vec4(-s, 0.0, c, 0.0);
my[3] = vec4(0.0, 0.0, 0.0, 1.0);
// rot around z
s = sin(instanceRot.z);
c = cos(instanceRot.z);
mz[0] = vec4(1.0, 0.0, 0.0, 0.0);
mz[1] = vec4(0.0, c, s, 0.0);
mz[2] = vec4(0.0, -s, c, 0.0);
mz[3] = vec4(0.0, 0.0, 0.0, 1.0);
mat4 rotMat = mz * my * mx;
outNormal = inNormal * mat3(rotMat);
vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0) * rotMat;
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;
}