40 lines
No EOL
1.1 KiB
GLSL
40 lines
No EOL
1.1 KiB
GLSL
#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (set = 0, binding = 0) uniform UBOMatrices {
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mat4 projection;
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mat4 view;
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mat4 model;
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} uboMatrices;
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layout (set = 0, binding = 1) uniform UniformInline {
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vec4 color;
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} uniformInline;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main()
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{
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outColor = inColor * uniformInline.color.rgb;
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outUV = inUV;
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gl_Position = uboMatrices.projection * uboMatrices.view * uboMatrices.model * vec4(inPos.xyz, 1.0);
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vec4 pos = uboMatrices.model * vec4(inPos, 1.0);
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outNormal = mat3(transpose(inverse(uboMatrices.model))) * normalize(inNormal);
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vec3 lightPos = vec3(0.0f, -25.0f, 25.0f);
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vec3 lPos = mat3(uboMatrices.model) * lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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} |