43 lines
1,002 B
GLSL
43 lines
1,002 B
GLSL
#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec4 viewPos;
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float lodBias;
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int samplerIndex;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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layout (location = 2) flat out int outSamplerIndex;
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layout (location = 3) out vec3 outNormal;
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layout (location = 4) out vec3 outViewVec;
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layout (location = 5) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = inUV * vec2(2.0, 1.0);
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outLodBias = ubo.lodBias;
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outSamplerIndex = ubo.samplerIndex;
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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vec3 lightPos = vec3(-30.0, 0.0, 0.0);
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outLightVec = worldPos - lightPos;
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outViewVec = ubo.viewPos.xyz - worldPos;
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}
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