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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 = 3) in vec3 inColor;
-
- #define lightCount 6
-
- layout (binding = 0) uniform UBO
- {
- mat4 projection;
- mat4 model;
- vec4 lightColor[lightCount];
- } ubo;
-
- layout(push_constant) uniform PushConsts {
- vec4 lightPos[lightCount];
- } pushConsts;
-
- layout (location = 0) out vec3 outNormal;
- layout (location = 2) out vec3 outColor;
-
- layout (location = 3) out vec4 outLightVec[lightCount];
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void main()
- {
- outNormal = inNormal;
- outColor = inColor;
-
- gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
-
- for (int i = 0; i < lightCount; ++i)
- {
- vec4 worldPos = ubo.model * vec4(inPos.xyz, 1.0);
- outLightVec[i].xyz = pushConsts.lightPos[i].xyz - inPos.xyz;
- // Store light radius in w
- outLightVec[i].w = pushConsts.lightPos[i].w;
- }
- }
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