Move `data/shaders` to `data/shaders/glsl` Move `data/hlsl` to `data/shaders/hlsl` Fix up shader paths in the cpp files to point to the new glsl location. `data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for now). Issue: #723
31 lines
759 B
GLSL
31 lines
759 B
GLSL
#version 450
|
|
|
|
layout (location = 0) in vec4 inPos;
|
|
layout (location = 2) in vec3 inColor;
|
|
layout (location = 3) in vec3 inNormal;
|
|
|
|
layout (binding = 0) uniform UBO
|
|
{
|
|
mat4 projection;
|
|
mat4 view;
|
|
mat4 model;
|
|
vec4 lightPos;
|
|
} 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;
|
|
|
|
void main()
|
|
{
|
|
outNormal = inNormal;
|
|
outColor = inColor;
|
|
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
|
|
outEyePos = vec3(ubo.view * ubo.model * inPos);
|
|
outLightVec = normalize(ubo.lightPos.xyz - outEyePos);
|
|
|
|
// Clip against reflection plane
|
|
vec4 clipPlane = vec4(0.0, -1.0, 0.0, 1.5);
|
|
gl_ClipDistance[0] = dot(inPos, clipPlane);
|
|
}
|