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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 vec2 inUV;
- layout (location = 2) in vec3 inColor;
- layout (location = 3) in vec3 inNormal;
-
- layout (binding = 0) uniform UBO
- {
- mat4 projection;
- mat4 view;
- mat4 model;
- mat4 lightSpace;
- vec3 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 (location = 4) out vec4 outShadowCoord;
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- const mat4 biasMat = mat4(
- 0.5, 0.0, 0.0, 0.0,
- 0.0, 0.5, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.5, 0.5, 0.0, 1.0 );
-
- void main()
- {
- outColor = inColor;
- outNormal = inNormal;
-
- gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
-
- vec4 pos = ubo.model * vec4(inPos, 1.0);
- outNormal = mat3(ubo.model) * inNormal;
- outLightVec = normalize(ubo.lightPos - inPos);
- outViewVec = -pos.xyz;
-
- outShadowCoord = ( biasMat * ubo.lightSpace * ubo.model ) * vec4(inPos, 1.0);
- }
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