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- #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 (constant_id = 0) const int type = 0;
-
- layout (binding = 0) uniform UBO {
- mat4 projection;
- mat4 modelview;
- } ubo;
-
- layout (location = 0) out vec3 outUVW;
- layout (location = 1) out vec3 outPos;
- layout (location = 2) out vec3 outNormal;
- layout (location = 3) out vec3 outViewVec;
- layout (location = 4) out vec3 outLightVec;
- layout (location = 5) out mat4 outInvModelView;
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void main()
- {
- outUVW = inPos;
-
- switch(type) {
- case 0: // Skybox
- outPos = vec3(mat3(ubo.modelview) * inPos);
- gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
- break;
- case 1: // Object
- outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
- gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
- break;
- }
- outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
- outNormal = mat3(ubo.modelview) * inNormal;
-
- outInvModelView = inverse(ubo.modelview);
-
- vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
- outLightVec = lightPos.xyz - outPos.xyz;
- outViewVec = -outPos.xyz;
- }
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