procedural-3d-engine/shaders/glsl/shadowmappingomni/scene.vert
2023-05-09 21:03:02 +02:00

39 lines
840 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outEyePos;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) out vec3 outWorldPos;
layout (location = 5) out vec3 outLightPos;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
outNormal = inNormal;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
outEyePos = vec3(ubo.model * vec4(inPos, 1.0f));
outLightVec = normalize(ubo.lightPos.xyz - inPos.xyz);
outWorldPos = inPos;
outLightPos = ubo.lightPos.xyz;
}