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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (location = 0) in vec4 pos;
- layout (location = 2) in vec3 inColor;
- layout (location = 3) in vec3 inNormal;
-
- layout (binding = 0) uniform UBO
- {
- mat4 projection;
- mat4 model;
- float gradientPos;
- } ubo;
-
- layout (location = 0) out vec3 outNormal;
- layout (location = 1) out vec3 outColor;
- layout (location = 2) out vec3 outEyePos;
- layout (location = 3) out vec3 outLightVec;
- layout (location = 4) out vec2 outUV;
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void main()
- {
- outNormal = inNormal;
- outColor = inColor;
- outUV = vec2(ubo.gradientPos, 0.0);
- gl_Position = ubo.projection * ubo.model * pos;
- outEyePos = vec3(ubo.model * pos);
- vec4 lightPos = vec4(0.0, 0.0, -5.0, 1.0);// * ubo.model;
- outLightVec = normalize(lightPos.xyz - pos.xyz);
- }
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