#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 vec2 inUV; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; vec4 viewPos; float lodBias; } ubo; layout (location = 0) out vec2 outUV; layout (location = 1) out float outLodBias; layout (location = 2) out vec3 outNormal; layout (location = 3) out vec3 outViewVec; layout (location = 4) out vec3 outLightVec; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = inUV; outLodBias = ubo.lodBias; outNormal = inNormal; vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0)); gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); vec3 lightPos = vec3(0.0, 50.0f, 0.0f); outLightVec = lightPos - inPos.xyz; outViewVec = ubo.viewPos.xyz - worldPos.xyz; }