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authorJean-Philippe Bruyère <jp_bruyere@hotmail.com>2019-08-23 12:53:37 +0200
committerj-p <jp_bruyere@hotmail.com>2019-08-28 11:32:06 +0200
commit28e25d4c9f0ec82f2c7b4eeb63aba7f0c6d4e91f (patch)
tree23ce5a09799691f8ace90354f716e0358287e64c /samples/Model/shaders/model.vert
parent3ebbf86e007af2ab49f5e50d8b36f63e00c29c81 (diff)
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+#version 450
+
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+
+layout (location = 0) in vec3 inPos;
+layout (location = 1) in vec3 inNormal;
+layout (location = 2) in vec2 inUV;
+
+layout (binding = 0) uniform UBO
+{
+ mat4 projectionMatrix;
+ mat4 viewMatrix;
+ mat4 modelMatrix;
+} ubo;
+
+layout (location = 0) out vec2 outUV;
+layout (location = 1) out vec3 outN;
+layout (location = 2) out vec3 outV;//ViewDir
+
+out gl_PerVertex
+{
+ vec4 gl_Position;
+};
+
+layout(push_constant) uniform PushConsts {
+ mat4 model;
+} pc;
+
+void main()
+{
+ outUV = inUV;
+
+ mat4 mod = ubo.modelMatrix;// * pc.model;
+ vec4 pos = mod * vec4(inPos.xyz, 1.0);
+
+ //outN = normalize(transpose(inverse(mat3(mod))) * inNormal);
+ outN = normalize(mat3(mod)* inNormal);
+
+ mat4 viewInv = inverse(ubo.viewMatrix);
+ outV = -(ubo.viewMatrix * pos).xyz;//normalize(vec3(viewInv * vec4(0.0, 0.0, 0.0, 1.0) - pos));
+
+ gl_Position = ubo.projectionMatrix * ubo.viewMatrix * pos;
+}