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- #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;
-
- void main()
- {
- vec4 tmpPos = inPos + 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);
-
- // 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;
- }
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