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- #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;
- }
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