procedural-3d-engine/data/shaders/glsl/gltfloading/mesh.vert
Sascha Willems e370e6d169
Merge glTF scene rendering sample (#744)
* Started reworking the scene rendering to sample
Use glTF instead of ASSIMP, per-material pipelines, material loading, etc.

* Visibility toggle for scene nodes

* Fixed lighting, updated GLSL and HLSL shaders

* Renamed sample

* Code-Cleanup, comments, validation fixes

* Android build

* Started on tutorial for glTF scene rendering sample

* Minor code cleanup

* Adding new chapters to the tutorial for glTF scene rendering sample

* Added info on normal map shader bindings, spelling

* Added drawing chapter

* Getter for texture descriptors

Makes code a easier to read

* Renamed glTF scene sample

* Add markdown files to projects

* Updated readme, separate chapter for glTF samples

* Comments

* Removed unused screenshot
2020-07-04 14:20:45 +02:00

37 lines
No EOL
930 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (set = 0, binding = 0) uniform UBOScene
{
mat4 projection;
mat4 view;
vec4 lightPos;
} uboScene;
layout(push_constant) uniform PushConsts {
mat4 model;
} primitive;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
gl_Position = uboScene.projection * uboScene.view * primitive.model * vec4(inPos.xyz, 1.0);
vec4 pos = uboScene.view * vec4(inPos, 1.0);
outNormal = mat3(uboScene.view) * inNormal;
vec3 lPos = mat3(uboScene.view) * uboScene.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}