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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout (location = 0) in vec3 inPos;
  5. layout (location = 1) in vec3 inNormal;
  6. layout (location = 2) in vec3 inColor;
  7. layout (binding = 0) uniform UBO
  8. {
  9. mat4 projection;
  10. mat4 model;
  11. vec4 lightPos;
  12. } ubo;
  13. layout (location = 0) out vec3 outNormal;
  14. layout (location = 1) out vec3 outColor;
  15. layout (location = 2) out vec3 outViewVec;
  16. layout (location = 3) out vec3 outLightVec;
  17. out gl_PerVertex
  18. {
  19. vec4 gl_Position;
  20. };
  21. void main()
  22. {
  23. outNormal = inNormal;
  24. outColor = inColor;
  25. gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
  26. vec4 pos = ubo.model * vec4(inPos, 1.0);
  27. outNormal = mat3(ubo.model) * inNormal;
  28. vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
  29. outLightVec = lPos - pos.xyz;
  30. outViewVec = -pos.xyz;
  31. }