123456789101112131415161718192021222324252627282930313233343536373839404142434445 |
- #version 450
-
- #extension GL_ARB_viewport_array : enable
-
- layout (triangles, invocations = 2) in;
- layout (triangle_strip, max_vertices = 3) out;
-
- layout (binding = 0) uniform UBO
- {
- mat4 projection[2];
- mat4 modelview[2];
- vec4 lightPos;
- } ubo;
-
- layout (location = 0) in vec3 inNormal[];
- layout (location = 1) in vec3 inColor[];
-
- layout (location = 0) out vec3 outNormal;
- layout (location = 1) out vec3 outColor;
- layout (location = 2) out vec3 outViewVec;
- layout (location = 3) out vec3 outLightVec;
-
- void main(void)
- {
- for(int i = 0; i < gl_in.length(); i++)
- {
- outNormal = mat3(ubo.modelview[gl_InvocationID]) * inNormal[i];
- outColor = inColor[i];
-
- vec4 pos = gl_in[i].gl_Position;
- vec4 worldPos = (ubo.modelview[gl_InvocationID] * pos);
-
- vec3 lPos = vec3(ubo.modelview[gl_InvocationID] * ubo.lightPos);
- outLightVec = lPos - worldPos.xyz;
- outViewVec = -worldPos.xyz;
-
- gl_Position = ubo.projection[gl_InvocationID] * worldPos;
-
- // Set the viewport index that the vertex will be emitted to
- gl_ViewportIndex = gl_InvocationID;
- gl_PrimitiveID = gl_PrimitiveIDIn;
- EmitVertex();
- }
- EndPrimitive();
- }
|