#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 (location = 2) in vec3 inColor; layout (std140, push_constant) uniform PushConsts { mat4 mvp; vec3 color; } pushConsts; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 3) out vec3 outViewVec; layout (location = 4) out vec3 outLightVec; void main() { outNormal = inNormal; if ( (inColor.r == 1.0) && (inColor.g == 0.0) && (inColor.b == 0.0)) { outColor = pushConsts.color; } else { outColor = inColor; } gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0); vec4 pos = pushConsts.mvp * vec4(inPos, 1.0); outNormal = mat3(pushConsts.mvp) * inNormal; // vec3 lPos = ubo.lightPos.xyz; vec3 lPos = vec3(0.0); outLightVec = lPos - pos.xyz; outViewVec = -pos.xyz; }