#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable // Vertex attributes layout (location = 0) in vec4 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (location = 3) in vec3 inColor; // Instanced attributes layout (location = 4) in vec3 instancePos; layout (location = 5) in vec3 instanceRot; layout (location = 6) in float instanceScale; layout (location = 7) in int instanceTexIndex; layout (binding = 0) uniform UBO { mat4 projection; mat4 modelview; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outUV; layout (location = 3) out vec3 outViewVec; layout (location = 4) out vec3 outLightVec; out gl_PerVertex { vec4 gl_Position; }; void main() { outColor = inColor; outUV = vec3(inUV, instanceTexIndex); outUV.t = 1.0 - outUV.t; mat4 mx, my, mz; // rotate around x float s = sin(instanceRot.x); float c = cos(instanceRot.x); mx[0] = vec4(c, s, 0.0, 0.0); mx[1] = vec4(-s, c, 0.0, 0.0); mx[2] = vec4(0.0, 0.0, 1.0, 0.0); mx[3] = vec4(0.0, 0.0, 0.0, 1.0); // rotate around y s = sin(instanceRot.y); c = cos(instanceRot.y); my[0] = vec4(c, 0.0, s, 0.0); my[1] = vec4(0.0, 1.0, 0.0, 0.0); my[2] = vec4(-s, 0.0, c, 0.0); my[3] = vec4(0.0, 0.0, 0.0, 1.0); // rot around z s = sin(instanceRot.z); c = cos(instanceRot.z); mz[0] = vec4(1.0, 0.0, 0.0, 0.0); mz[1] = vec4(0.0, c, s, 0.0); mz[2] = vec4(0.0, -s, c, 0.0); mz[3] = vec4(0.0, 0.0, 0.0, 1.0); mat4 rotMat = mz * my * mx; outNormal = inNormal * mat3(rotMat); vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0) * rotMat; gl_Position = ubo.projection * ubo.modelview * pos; vec4 wPos = ubo.modelview * vec4(pos.xyz, 1.0); vec4 lPos = vec4(0.0, -5.0, 0.0, 1.0); outLightVec = lPos.xyz - pos.xyz; outViewVec = -pos.xyz; }