procedural-3d-engine/data/shaders/inlineuniformblocks/cube.vert

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