engine/bin/data/shaders/heightmap.stereo.vert.glsl
2020-09-07 00:00:00 -05:00

50 lines
1.3 KiB
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUv;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in uint inColor;
layout( push_constant ) uniform PushBlock {
uint pass;
} PushConstant;
struct Matrices {
mat4 model;
mat4 view[2];
mat4 projection[2];
};
layout (binding = 0) uniform UBO {
Matrices matrices;
vec4 color;
} ubo;
layout (location = 0) out vec2 outUv;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec4 outColor;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
outUv = inUv;
// outColor = ubo.color;
// outPosition = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0));
outNormal = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inNormal.xyz, 0.0));
// outPosition = vec3(ubo.matrices.model * vec4(inPos.xyz, 1.0));
// outNormal = vec3(ubo.matrices.model * vec4(inNormal.xyz, 0.0));
outColor.a = (inColor >> 24u) & 0xFF;
outColor.b = (inColor >> 16u) & 0xFF;
outColor.g = (inColor >> 8u) & 0xFF;
outColor.r = (inColor ) & 0xFF;
outColor.rgb /= 256.0;
outColor.a = 0.5;
gl_Position = ubo.matrices.projection[PushConstant.pass] * ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0);
}