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- #version 450
-
- 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;
- } ubo;
-
- layout (location = 0) out vec3 outNormal;
- layout (location = 1) out vec3 outColor;
- layout (location = 2) out vec3 outViewPos;
- layout (location = 3) out vec3 outPos;
- layout (location = 4) out vec2 outUV;
-
- layout(push_constant) uniform PushConsts {
- vec4 position;
- uint cascadeIndex;
- } pushConsts;
-
- out gl_PerVertex {
- vec4 gl_Position;
- };
-
- void main()
- {
- outColor = inColor;
- outNormal = inNormal;
- outUV = inUV;
- vec3 pos = inPos + pushConsts.position.xyz;
- outPos = pos;
- outViewPos = (ubo.view * vec4(pos.xyz, 1.0)).xyz;
- gl_Position = ubo.projection * ubo.view * ubo.model * vec4(pos.xyz, 1.0);
- }
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