#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec4 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inColor; layout (location = 3) in vec3 inNormal; layout (location = 4) in vec3 inTangent; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; vec4 instancePos[3]; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec2 outUV; layout (location = 2) out vec3 outColor; layout (location = 3) out vec3 outWorldPos; layout (location = 4) out vec3 outTangent; out gl_PerVertex { vec4 gl_Position; }; void main() { vec4 tmpPos = vec4(inPos.xyz, 1.0) + ubo.instancePos[gl_InstanceIndex]; gl_Position = ubo.projection * ubo.view * ubo.model * tmpPos; outUV = inUV; outUV.t = 1.0 - outUV.t; // Vertex position in world space outWorldPos = vec3(ubo.model * tmpPos); // GL to Vulkan coord space outWorldPos.y = -outWorldPos.y; // Normal in world space mat3 mNormal = transpose(inverse(mat3(ubo.model))); outNormal = mNormal * normalize(inNormal); outTangent = mNormal * normalize(inTangent); // Currently just vertex color outColor = inColor; }