engine/bin/data/shaders/base/base.vert.glsl

40 lines
1.1 KiB
GLSL

#version 450
#pragma shader_stage(vertex)
#include "../common/macros.h"
#include "../common/structs.h"
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;
layout (binding = 0) uniform UBO {
mat4 model;
// vec4 color;
} ubo;
layout (binding = 1) uniform Camera {
Viewport viewport[PASSES];
} camera;
layout (location = 0) out vec2 outUv;
layout (location = 1) out vec4 outColor;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outPosition;
void main() {
outUv = inUv;
outColor = vec4(1); // ubo.color;
outPosition = vec3(camera.viewport[PushConstant.pass].view * ubo.model * vec4(inPos.xyz, 1.0));
outNormal = vec3(camera.viewport[PushConstant.pass].view * ubo.model * vec4(inNormal.xyz, 0.0));
outNormal = normalize(outNormal);
gl_Position = camera.viewport[PushConstant.pass].projection * camera.viewport[PushConstant.pass].view * ubo.model * vec4(inPos.xyz, 1.0);
}