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

41 lines
986 B
GLSL

#version 450
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (location = 4) in vec3 inTangent;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
vec4 instancePos[3];
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outColor;
layout (location = 3) out vec3 outWorldPos;
layout (location = 4) out vec3 outTangent;
void main()
{
vec4 tmpPos = inPos + ubo.instancePos[gl_InstanceIndex];
gl_Position = ubo.projection * ubo.view * ubo.model * tmpPos;
outUV = inUV;
// Vertex position in world space
outWorldPos = vec3(ubo.model * tmpPos);
// Normal in world space
mat3 mNormal = transpose(inverse(mat3(ubo.model)));
outNormal = mNormal * normalize(inNormal);
outTangent = mNormal * normalize(inTangent);
// Currently just vertex color
outColor = inColor;
}