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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 vec3 inPos;
  5. layout (location = 1) in vec3 inNormal;
  6. layout (location = 2) in vec2 inUV;
  7. layout (binding = 0) uniform UBO
  8. {
  9. mat4 projection;
  10. mat4 model;
  11. mat4 view;
  12. vec3 camPos;
  13. } ubo;
  14. layout (location = 0) out vec3 outWorldPos;
  15. layout (location = 1) out vec3 outNormal;
  16. layout (location = 2) out vec2 outUV;
  17. layout(push_constant) uniform PushConsts {
  18. vec3 objPos;
  19. } pushConsts;
  20. out gl_PerVertex
  21. {
  22. vec4 gl_Position;
  23. };
  24. void main()
  25. {
  26. vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0));
  27. outWorldPos = locPos + pushConsts.objPos;
  28. outNormal = mat3(ubo.model) * inNormal;
  29. outUV = inUV;
  30. outUV.t = 1.0 - inUV.t;
  31. gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
  32. }