procedural-3d-engine/data/shaders/glsl/pushconstants/lights.vert
Ben Clayton ca884587a4 Move shaders into glsl and hlsl directories
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
2020-06-01 12:22:28 +01:00

44 lines
No EOL
896 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 3) in vec3 inColor;
#define lightCount 6
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 lightColor[lightCount];
} ubo;
layout(push_constant) uniform PushConsts {
vec4 lightPos[lightCount];
} pushConsts;
layout (location = 0) out vec3 outNormal;
layout (location = 2) out vec3 outColor;
layout (location = 3) out vec4 outLightVec[lightCount];
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outColor = inColor;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
for (int i = 0; i < lightCount; ++i)
{
vec4 worldPos = ubo.model * vec4(inPos.xyz, 1.0);
outLightVec[i].xyz = pushConsts.lightPos[i].xyz - inPos.xyz;
// Store light radius in w
outLightVec[i].w = pushConsts.lightPos[i].w;
}
}