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- #version 450
-
- layout (location = 0) in vec3 inPos;
- layout (location = 1) in vec3 inNormal;
- layout (location = 2) in vec3 inColor;
-
- layout (binding = 0) uniform UBO
- {
- mat4 projection;
- mat4 modelview;
- vec4 lightPos;
- } ubo;
-
- layout (location = 0) out vec3 outNormal;
- layout (location = 1) out vec3 outColor;
- layout (location = 2) out vec3 outViewVec;
- layout (location = 3) out vec3 outLightVec;
-
- layout(push_constant) uniform PushConsts {
- vec3 objPos;
- } pushConsts;
-
- void main()
- {
- outNormal = inNormal;
- outColor = inColor;
-
- vec3 locPos = vec3(ubo.modelview * vec4(inPos, 1.0));
- vec3 worldPos = vec3(ubo.modelview * vec4(inPos + pushConsts.objPos, 1.0));
- gl_Position = ubo.projection /* ubo.modelview */ * vec4(worldPos, 1.0);
-
- vec4 pos = ubo.modelview * vec4(worldPos, 1.0);
- outNormal = mat3(ubo.modelview) * inNormal;
- outLightVec = ubo.lightPos.xyz - pos.xyz;
- outViewVec = -pos.xyz;
- }
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