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-rw-r--r--shaders/GBuffPbrInstanced.vert25
1 files changed, 7 insertions, 18 deletions
diff --git a/shaders/GBuffPbrInstanced.vert b/shaders/GBuffPbrInstanced.vert
index 12d2bd9..f0821a3 100644
--- a/shaders/GBuffPbrInstanced.vert
+++ b/shaders/GBuffPbrInstanced.vert
@@ -14,31 +14,20 @@ layout (set = 0, binding = 0) uniform UBO {
mat4 view;
} ubo;
-layout (location = 0) out vec3 outNormal;
-layout (location = 1) out vec2 outUV0;
-layout (location = 2) out vec2 outUV1;
-layout (location = 3) out vec4 outColor;
-
-/*out gl_PerVertex
-{
- vec4 gl_Position;
-};*/
+layout (location = 0) out vec3 outWorldPos;
+layout (location = 1) out vec3 outNormal;
+layout (location = 2) out vec2 outUV0;
+layout (location = 3) out vec2 outUV1;
+layout (location = 4) out vec4 outColor;
void main()
{
- /*vec4 locPos = ubo.model * inModel * vec4(inPos, 1.0);
+ vec4 locPos = ubo.model * inModel * vec4(inPos, 1.0);
outNormal = normalize(transpose(inverse(mat3(ubo.model * inModel))) * inNormal);
outColor = inColor;
outWorldPos = locPos.xyz;
outUV0 = inUV0;
outUV1 = inUV1;
- gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);*/
-
- outNormal = normalize(transpose(inverse(mat3(ubo.model * inModel))) * inNormal);
- outUV0 = inUV0;
- outUV1 = inUV1;
- outColor = inColor;
-
- gl_Position = ubo.model * inModel * vec4(inPos, 1.0);
+ gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
}