procedural-3d-engine/data/shaders/pushconstants/lights.vert

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GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 3) in vec3 inColor;
#define lightCount 6
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 lightColor[lightCount];
} ubo;
layout(push_constant) uniform PushConsts {
vec4 lightPos[lightCount];
} pushConsts;
layout (location = 0) out vec3 outNormal;
layout (location = 2) out vec3 outColor;
layout (location = 3) out vec4 outLightVec[lightCount];
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outColor = inColor;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
for (int i = 0; i < lightCount; ++i)
{
vec4 worldPos = ubo.model * vec4(inPos.xyz, 1.0);
outLightVec[i].xyz = pushConsts.lightPos[i].xyz - inPos.xyz;
// Store light radius in w
outLightVec[i].w = pushConsts.lightPos[i].w;
}
}