31 lines
808 B
GLSL
31 lines
808 B
GLSL
#version 450
|
|
|
|
layout (location = 0) in vec4 inPos;
|
|
layout (location = 1) in vec3 inNormal;
|
|
layout (location = 2) in vec3 inColor;
|
|
|
|
layout (binding = 0) uniform UBO
|
|
{
|
|
mat4 projection;
|
|
mat4 model;
|
|
mat4 normal;
|
|
mat4 view;
|
|
int texIndex;
|
|
} ubo;
|
|
|
|
layout (location = 0) out vec3 outColor;
|
|
layout (location = 1) out vec3 outEyePos;
|
|
layout (location = 2) out vec3 outNormal;
|
|
layout (location = 3) out flat int outTexIndex;
|
|
|
|
void main()
|
|
{
|
|
outColor = inColor;
|
|
mat4 modelView = ubo.view * ubo.model;
|
|
outEyePos = normalize( vec3( modelView * inPos ) );
|
|
outTexIndex = ubo.texIndex;
|
|
outNormal = normalize( mat3(ubo.normal) * inNormal );
|
|
vec3 r = reflect( outEyePos, outNormal );
|
|
float m = 2.0 * sqrt( pow(r.x, 2.0) + pow(r.y, 2.0) + pow(r.z + 1.0, 2.0));
|
|
gl_Position = ubo.projection * modelView * inPos;
|
|
}
|