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- #version 450
-
- layout (location = 0) in vec3 inPos;
- layout (location = 1) in vec3 inNormal;
-
- layout (set = 0, binding = 0) uniform UBO
- {
- mat4 projection;
- mat4 model;
- mat4 view;
- vec3 camPos;
- } ubo;
-
- layout (location = 0) out vec3 outWorldPos;
- layout (location = 1) out vec3 outNormal;
-
- layout(push_constant) uniform PushConsts {
- vec3 objPos;
- } pushConsts;
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void main()
- {
- vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0));
- outWorldPos = locPos + pushConsts.objPos;
- outNormal = mat3(ubo.model) * inNormal;
- gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
- }
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