#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec4 inPos; layout (location = 2) in vec3 inColor; layout (location = 3) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; vec4 lightPos; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outEyePos; layout (location = 3) out vec3 outLightVec; out gl_PerVertex { vec4 gl_Position; float gl_ClipDistance[]; }; void main() { outNormal = inNormal; outColor = inColor; gl_Position = ubo.projection * ubo.model * inPos; outEyePos = vec3(ubo.model * inPos); outLightVec = normalize(ubo.lightPos.xyz - outEyePos); // Clip against reflection plane vec4 clipPlane = vec4(0.0, -1.0, 0.0, 1.5); gl_ClipDistance[0] = dot(inPos, clipPlane); }