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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 (location = 2) in vec3 inColor;
-
- layout (std140, push_constant) uniform PushConsts
- {
- mat4 mvp;
- vec3 color;
- } pushConsts;
-
- layout (location = 0) out vec3 outNormal;
- layout (location = 1) out vec3 outColor;
- layout (location = 3) out vec3 outViewVec;
- layout (location = 4) out vec3 outLightVec;
-
- void main()
- {
- outNormal = inNormal;
-
- if ( (inColor.r == 1.0) && (inColor.g == 0.0) && (inColor.b == 0.0))
- {
- outColor = pushConsts.color;
- }
- else
- {
- outColor = inColor;
- }
-
- gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0);
-
- vec4 pos = pushConsts.mvp * vec4(inPos, 1.0);
- outNormal = mat3(pushConsts.mvp) * inNormal;
- // vec3 lPos = ubo.lightPos.xyz;
- vec3 lPos = vec3(0.0);
- outLightVec = lPos - pos.xyz;
- outViewVec = -pos.xyz;
- }
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