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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 vec3 inNormal;
- layout (location = 2) in vec3 inColor;
-
- layout (binding = 0) uniform UBO
- {
- mat4 projection;
- mat4 model;
- mat4 normal;
- mat4 view;
- vec3 lightpos;
- } ubo;
-
- layout (location = 0) out vec3 outNormal;
- layout (location = 1) out vec3 outColor;
- layout (location = 2) out vec3 outEyePos;
- layout (location = 3) out vec3 outLightVec;
-
- void main()
- {
- outNormal = normalize(mat3(ubo.normal) * inNormal);
- outColor = inColor;
- mat4 modelView = ubo.view * ubo.model;
- vec4 pos = modelView * inPos;
- outEyePos = vec3(modelView * pos);
- vec4 lightPos = vec4(ubo.lightpos, 1.0) * modelView;
- outLightVec = normalize(lightPos.xyz - outEyePos);
- gl_Position = ubo.projection * pos;
- }
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