42 lines
897 B
GLSL
42 lines
897 B
GLSL
#version 450
|
|
|
|
// Vertex attributes
|
|
layout (location = 0) in vec4 inPos;
|
|
layout (location = 1) in vec3 inNormal;
|
|
layout (location = 2) in vec3 inColor;
|
|
|
|
// Instanced attributes
|
|
layout (location = 4) in vec3 instancePos;
|
|
layout (location = 5) in float instanceScale;
|
|
|
|
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 outViewVec;
|
|
layout (location = 3) out vec3 outLightVec;
|
|
|
|
out gl_PerVertex
|
|
{
|
|
vec4 gl_Position;
|
|
};
|
|
|
|
void main()
|
|
{
|
|
outColor = inColor;
|
|
|
|
outNormal = inNormal;
|
|
|
|
vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0);
|
|
|
|
gl_Position = ubo.projection * ubo.modelview * pos;
|
|
|
|
vec4 wPos = ubo.modelview * vec4(pos.xyz, 1.0);
|
|
vec4 lPos = vec4(0.0, 10.0, 50.0, 1.0);
|
|
outLightVec = lPos.xyz - pos.xyz;
|
|
outViewVec = -pos.xyz;
|
|
}
|