#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (constant_id = 0) const int type = 0; layout (binding = 0) uniform UBO { mat4 projection; mat4 modelview; } ubo; layout (location = 0) out vec3 outUVW; layout (location = 1) out vec3 outPos; layout (location = 2) out vec3 outNormal; layout (location = 3) out vec3 outViewVec; layout (location = 4) out vec3 outLightVec; layout (location = 5) out mat4 outInvModelView; out gl_PerVertex { vec4 gl_Position; }; void main() { outUVW = inPos; switch(type) { case 0: // Skybox outPos = vec3(mat3(ubo.modelview) * inPos); gl_Position = vec4(ubo.projection * vec4(outPos, 1.0)); break; case 1: // Object outPos = vec3(ubo.modelview * vec4(inPos, 1.0)); gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0); break; } outPos = vec3(ubo.modelview * vec4(inPos, 1.0)); outNormal = mat3(ubo.modelview) * inNormal; outInvModelView = inverse(ubo.modelview); vec3 lightPos = vec3(0.0f, -5.0f, 5.0f); outLightVec = lightPos.xyz - outPos.xyz; outViewVec = -outPos.xyz; }