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