#version 450 #extension GL_EXT_multiview : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec3 inColor; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outViewVec; layout (location = 3) out vec3 outLightVec; layout (binding = 0) uniform UBO { mat4 projection[2]; mat4 modelview[2]; vec4 lightPos; } ubo; out gl_PerVertex { vec4 gl_Position; }; void main() { outColor = inColor; outNormal = mat3(ubo.modelview[gl_ViewIndex]) * inNormal; vec4 pos = vec4(inPos.xyz, 1.0); vec4 worldPos = ubo.modelview[gl_ViewIndex] * pos; vec3 lPos = vec3(ubo.modelview[gl_ViewIndex] * ubo.lightPos); outLightVec = lPos - worldPos.xyz; outViewVec = -worldPos.xyz; gl_Position = ubo.projection[gl_ViewIndex] * worldPos; }