procedural-3d-engine/data/shaders/conditionalrender/model.vert
2018-09-04 21:18:14 +02:00

44 lines
1,018 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (set = 0, binding = 0) uniform UBO {
mat4 projection;
mat4 view;
mat4 model;
} ubo;
layout (set = 1, binding = 0) uniform Node {
mat4 matrix;
} node;
layout(push_constant) uniform PushBlock {
vec4 baseColorFactor;
} material;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outColor = material.baseColorFactor.rgb;
vec4 pos = vec4(inPos, 1.0);
gl_Position = ubo.projection * ubo.view * ubo.model * node.matrix * pos;
outNormal = mat3(ubo.view * ubo.model * node.matrix) * inNormal;
vec4 localpos = ubo.view * ubo.model * node.matrix * pos;
vec3 lightPos = vec3(10.0f, -10.0f, 10.0f);
outLightVec = lightPos.xyz - localpos.xyz;
outViewVec = -localpos.xyz;
}