procedural-3d-engine/data/shaders/offscreen/offscreen.vert
2016-02-16 15:07:25 +01:00

35 lines
835 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
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;
void main()
{
outNormal = inNormal;
outColor = inColor;
gl_Position = ubo.projection * ubo.model * inPos;
outEyePos = vec3(ubo.model * inPos);
outLightVec = normalize(ubo.lightPos.xyz - outEyePos);
// Clip against reflection plane
//vec4 clipPlane = vec4(0.0, -1.0, 0.0, 0.0);
//gl_ClipDistance[0] = dot(inPos, clipPlane);
}