procedural-3d-engine/shaders/glsl/radialblur/phongpass.vert
2023-05-09 21:03:02 +02:00

34 lines
767 B
GLSL

#version 450
layout (location = 0) in vec4 pos;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
float gradientPos;
} 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;
layout (location = 4) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = vec2(ubo.gradientPos, 0.0);
gl_Position = ubo.projection * ubo.model * pos;
outEyePos = vec3(ubo.model * pos);
vec4 lightPos = vec4(0.0, 0.0, -5.0, 1.0);// * ubo.model;
outLightVec = normalize(lightPos.xyz - pos.xyz);
}