procedural-3d-engine/shaders/glsl/texturearray/instancing.vert
2024-01-14 15:23:58 +01:00

26 lines
488 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
struct Instance
{
mat4 model;
float arrayIndex;
};
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
Instance instance[8];
} ubo;
layout (location = 0) out vec3 outUV;
void main()
{
outUV = vec3(inUV, ubo.instance[gl_InstanceIndex].arrayIndex);
mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
gl_Position = ubo.projection * modelView * vec4(inPos, 1.0);
}