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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- // Vertex attributes
- layout (location = 0) in vec3 inPos;
- layout (location = 1) in vec3 inNormal;
- layout (location = 2) in vec2 inUV;
- layout (location = 3) in vec3 inColor;
-
- // Instanced attributes
- layout (location = 4) in vec3 instancePos;
- layout (location = 5) in vec3 instanceRot;
- layout (location = 6) in float instanceScale;
- layout (location = 7) in int instanceTexIndex;
-
- layout (binding = 0) uniform UBO
- {
- mat4 projection;
- mat4 modelview;
- vec4 lightPos;
- float locSpeed;
- float globSpeed;
- } ubo;
-
- layout (location = 0) out vec3 outNormal;
- layout (location = 1) out vec3 outColor;
- layout (location = 2) out vec3 outUV;
- layout (location = 3) out vec3 outViewVec;
- layout (location = 4) out vec3 outLightVec;
-
- void main()
- {
- outColor = inColor;
- outUV = vec3(inUV, instanceTexIndex);
-
- mat3 mx, my, mz;
-
- // rotate around x
- float s = sin(instanceRot.x + ubo.locSpeed);
- float c = cos(instanceRot.x + ubo.locSpeed);
-
- mx[0] = vec3(c, s, 0.0);
- mx[1] = vec3(-s, c, 0.0);
- mx[2] = vec3(0.0, 0.0, 1.0);
-
- // rotate around y
- s = sin(instanceRot.y + ubo.locSpeed);
- c = cos(instanceRot.y + ubo.locSpeed);
-
- my[0] = vec3(c, 0.0, s);
- my[1] = vec3(0.0, 1.0, 0.0);
- my[2] = vec3(-s, 0.0, c);
-
- // rot around z
- s = sin(instanceRot.z + ubo.locSpeed);
- c = cos(instanceRot.z + ubo.locSpeed);
-
- mz[0] = vec3(1.0, 0.0, 0.0);
- mz[1] = vec3(0.0, c, s);
- mz[2] = vec3(0.0, -s, c);
-
- mat3 rotMat = mz * my * mx;
-
- mat4 gRotMat;
- s = sin(instanceRot.y + ubo.globSpeed);
- c = cos(instanceRot.y + ubo.globSpeed);
- gRotMat[0] = vec4(c, 0.0, s, 0.0);
- gRotMat[1] = vec4(0.0, 1.0, 0.0, 0.0);
- gRotMat[2] = vec4(-s, 0.0, c, 0.0);
- gRotMat[3] = vec4(0.0, 0.0, 0.0, 1.0);
-
- vec4 locPos = vec4(inPos.xyz * rotMat, 1.0);
- vec4 pos = vec4((locPos.xyz * instanceScale) + instancePos, 1.0);
-
- gl_Position = ubo.projection * ubo.modelview * gRotMat * pos;
- outNormal = mat3(ubo.modelview * gRotMat) * inverse(rotMat) * inNormal;
-
- pos = ubo.modelview * vec4(inPos.xyz + instancePos, 1.0);
- vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz;
- outLightVec = lPos - pos.xyz;
- outViewVec = -pos.xyz;
- }
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