34 lines
864 B
GLSL
34 lines
864 B
GLSL
#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inTexCoord;
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layout (location = 3) in vec3 inColor;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 normal;
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mat4 view;
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vec3 lightpos;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec3 outNormal;
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layout (location = 2) out vec3 outColor;
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layout (location = 3) out vec3 outEyePos;
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layout (location = 4) out vec3 outLightVec;
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void main()
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{
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outUV = inTexCoord.st;
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outNormal = normalize(mat3(ubo.normal) * inNormal);
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outColor = inColor;
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mat4 modelView = ubo.view * ubo.model;
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vec4 pos = modelView * inPos;
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gl_Position = ubo.projection * pos;
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outEyePos = vec3(modelView * pos);
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vec4 lightPos = vec4(ubo.lightpos, 1.0) * modelView;
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outLightVec = normalize(lightPos.xyz - outEyePos);
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}
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