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authorJean-Philippe Bruyère <jp_bruyere@hotmail.com>2019-04-24 04:17:16 +0200
committerJean-Philippe Bruyère <jp_bruyere@hotmail.com>2019-04-24 04:17:16 +0200
commit2d2e2ff4038db052d0186645f5afe4ec9daf2505 (patch)
treed8491d9921381ec5d4149fdc014b72e375199dab /samples/Pbr/shaders/pbr.vert
parent25fc1c7019142137dc67e4fad0c3088d845ab0a8 (diff)
use boolean for tex0 and tex1 availability tests
Diffstat (limited to 'samples/Pbr/shaders/pbr.vert')
-rw-r--r--samples/Pbr/shaders/pbr.vert58
1 files changed, 0 insertions, 58 deletions
diff --git a/samples/Pbr/shaders/pbr.vert b/samples/Pbr/shaders/pbr.vert
deleted file mode 100644
index 03d24da..0000000
--- a/samples/Pbr/shaders/pbr.vert
+++ /dev/null
@@ -1,58 +0,0 @@
-#version 450
-
-layout (location = 0) in vec3 inPos;
-layout (location = 1) in vec3 inNormal;
-layout (location = 2) in vec2 inUV0;
-layout (location = 3) in vec2 inUV1;
-layout (location = 4) in vec4 inJoint0;
-layout (location = 5) in vec4 inWeight0;
-
-layout (set = 0, binding = 0) uniform UBO
-{
- mat4 projection;
- mat4 model;
- mat4 view;
- vec3 camPos;
-} ubo;
-
-#define MAX_NUM_JOINTS 128
-
-layout (set = 2, binding = 0) uniform UBONode {
- mat4 matrix;
- mat4 jointMatrix[MAX_NUM_JOINTS];
- float jointCount;
-} node;
-
-layout (location = 0) out vec3 outWorldPos;
-layout (location = 1) out vec3 outNormal;
-layout (location = 2) out vec2 outUV0;
-layout (location = 3) out vec2 outUV1;
-
-out gl_PerVertex
-{
- vec4 gl_Position;
-};
-
-void main()
-{
- vec4 locPos;
- if (node.jointCount > 0.0) {
- // Mesh is skinned
- mat4 skinMat =
- inWeight0.x * node.jointMatrix[int(inJoint0.x)] +
- inWeight0.y * node.jointMatrix[int(inJoint0.y)] +
- inWeight0.z * node.jointMatrix[int(inJoint0.z)] +
- inWeight0.w * node.jointMatrix[int(inJoint0.w)];
-
- locPos = ubo.model * node.matrix * skinMat * vec4(inPos, 1.0);
- outNormal = normalize(transpose(inverse(mat3(ubo.model * node.matrix * skinMat))) * inNormal);
- } else {
- locPos = ubo.model * node.matrix * vec4(inPos, 1.0);
- outNormal = normalize(transpose(inverse(mat3(ubo.model * node.matrix))) * inNormal);
- }
- locPos.y = -locPos.y;
- outWorldPos = locPos.xyz / locPos.w;
- outUV0 = inUV0;
- outUV1 = inUV1;
- gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
-}