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- #version 450
-
- layout (location = 0) in vec3 inPos;
- layout (location = 1) in vec3 inNormal;
- layout (location = 2) in vec3 inColor;
-
- layout (set = 0, binding = 0) uniform UBO {
- mat4 projection;
- mat4 view;
- mat4 model;
- } ubo;
-
- layout (set = 1, binding = 0) uniform Node {
- mat4 matrix;
- } node;
-
- layout(push_constant) uniform PushBlock {
- vec4 baseColorFactor;
- } material;
-
- layout (location = 0) out vec3 outNormal;
- layout (location = 1) out vec3 outColor;
- layout (location = 2) out vec3 outViewVec;
- layout (location = 3) out vec3 outLightVec;
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void main()
- {
- outNormal = inNormal;
- outColor = material.baseColorFactor.rgb;
- vec4 pos = vec4(inPos, 1.0);
- gl_Position = ubo.projection * ubo.view * ubo.model * node.matrix * pos;
-
- outNormal = mat3(ubo.view * ubo.model * node.matrix) * inNormal;
-
- vec4 localpos = ubo.view * ubo.model * node.matrix * pos;
- vec3 lightPos = vec3(10.0f, -10.0f, 10.0f);
- outLightVec = lightPos.xyz - localpos.xyz;
- outViewVec = -localpos.xyz;
- }
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