procedural-3d-engine/shaders/glsl/shadowmappingcascade/scene.vert
2024-10-06 15:17:11 +02:00

35 lines
814 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 view;
mat4 model;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewPos;
layout (location = 3) out vec3 outPos;
layout (location = 4) out vec2 outUV;
layout(push_constant) uniform PushConsts {
vec4 position;
uint cascadeIndex;
} pushConsts;
void main()
{
outColor = inColor;
outNormal = inNormal;
outUV = inUV;
vec3 pos = inPos + pushConsts.position.xyz;
outPos = pos;
outViewPos = (ubo.view * vec4(pos.xyz, 1.0)).xyz;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(pos.xyz, 1.0);
}