#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; vec4 viewPos; float lodBias; } ubo; layout (location = 0) out vec2 outUV; layout (location = 1) out float outLodBias; layout (location = 2) out vec3 outNormal; layout (location = 3) out vec3 outViewVec; layout (location = 4) out vec3 outLightVec; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = inUV; outLodBias = ubo.lodBias; vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0)); gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); vec4 pos = ubo.model * vec4(inPos, 1.0); outNormal = mat3(inverse(transpose(ubo.model))) * inNormal; vec3 lightPos = vec3(0.0); vec3 lPos = mat3(ubo.model) * lightPos.xyz; outLightVec = lPos - pos.xyz; outViewVec = ubo.viewPos.xyz - pos.xyz; }