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- #version 450
-
- layout (location = 0) in vec3 inPos;
- layout (location = 1) in vec3 inColor;
- layout (location = 2) in vec3 inNormal;
-
- layout (binding = 0) uniform UBO {
- mat4 projection;
- mat4 model;
- mat4 view;
- } ubo;
-
- layout (location = 0) out vec3 outColor;
- layout (location = 1) out vec3 outNormal;
- layout (location = 2) out vec3 outViewVec;
- layout (location = 3) out vec3 outLightVec;
-
- out gl_PerVertex {
- vec4 gl_Position;
- };
-
- void main()
- {
- gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0);
- outColor = inColor;
- outNormal = inNormal;
- outLightVec = vec3(0.0f, 5.0f, 15.0f) - inPos;
- outViewVec = -inPos.xyz;
- }
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