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phong.vert 897B

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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 vec4 inPos;
  5. layout (location = 2) in vec3 inColor;
  6. layout (location = 3) in vec3 inNormal;
  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 outEyePos;
  16. layout (location = 3) out vec3 outLightVec;
  17. out gl_PerVertex
  18. {
  19. vec4 gl_Position;
  20. float gl_ClipDistance[];
  21. };
  22. void main()
  23. {
  24. outNormal = inNormal;
  25. outColor = inColor;
  26. gl_Position = ubo.projection * ubo.model * inPos;
  27. outEyePos = vec3(ubo.model * inPos);
  28. outLightVec = normalize(ubo.lightPos.xyz - outEyePos);
  29. // Clip against reflection plane
  30. vec4 clipPlane = vec4(0.0, -1.0, 0.0, 1.5);
  31. gl_ClipDistance[0] = dot(inPos, clipPlane);
  32. }