#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable // Vertex attributes layout (location = 0) in vec3 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; vec4 lightPos; float locSpeed; float globSpeed; } 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; void main() { outColor = inColor; outUV = vec3(inUV, instanceTexIndex); mat3 mx, my, mz; // rotate around x float s = sin(instanceRot.x + ubo.locSpeed); float c = cos(instanceRot.x + ubo.locSpeed); mx[0] = vec3(c, s, 0.0); mx[1] = vec3(-s, c, 0.0); mx[2] = vec3(0.0, 0.0, 1.0); // rotate around y s = sin(instanceRot.y + ubo.locSpeed); c = cos(instanceRot.y + ubo.locSpeed); my[0] = vec3(c, 0.0, s); my[1] = vec3(0.0, 1.0, 0.0); my[2] = vec3(-s, 0.0, c); // rot around z s = sin(instanceRot.z + ubo.locSpeed); c = cos(instanceRot.z + ubo.locSpeed); mz[0] = vec3(1.0, 0.0, 0.0); mz[1] = vec3(0.0, c, s); mz[2] = vec3(0.0, -s, c); mat3 rotMat = mz * my * mx; mat4 gRotMat; s = sin(instanceRot.y + ubo.globSpeed); c = cos(instanceRot.y + ubo.globSpeed); gRotMat[0] = vec4(c, 0.0, s, 0.0); gRotMat[1] = vec4(0.0, 1.0, 0.0, 0.0); gRotMat[2] = vec4(-s, 0.0, c, 0.0); gRotMat[3] = vec4(0.0, 0.0, 0.0, 1.0); vec4 locPos = vec4(inPos.xyz * rotMat, 1.0); vec4 pos = vec4((locPos.xyz * instanceScale) + instancePos, 1.0); gl_Position = ubo.projection * ubo.modelview * gRotMat * pos; outNormal = mat3(ubo.modelview * gRotMat) * inverse(rotMat) * inNormal; pos = ubo.modelview * vec4(inPos.xyz + instancePos, 1.0); vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz; outLightVec = lPos - pos.xyz; outViewVec = -pos.xyz; }