engine/bin/data/shaders/base.vert.glsl
2021-02-04 00:00:00 -06:00

43 lines
1.1 KiB
GLSL

#version 450
layout (constant_id = 0) const uint PASSES = 6;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUv;
layout (location = 2) in vec3 inNormal;
layout( push_constant ) uniform PushBlock {
uint pass;
uint draw;
} PushConstant;
struct Matrices {
mat4 model;
mat4 view[PASSES];
mat4 projection[PASSES];
};
layout (binding = 0) uniform UBO {
Matrices matrices;
vec4 color;
} ubo;
layout (location = 0) out vec2 outUv;
layout (location = 1) out vec4 outColor;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outPosition;
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));
outNormal = normalize(outNormal);
gl_Position = ubo.matrices.projection[PushConstant.pass] * ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0);
}