#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; //instance layout (location = 3) in int inMatId; layout (location = 4) in mat4 inModel; layout (location = 8) in vec4 inColor; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; vec3 camPos; } ubo; layout (location = 0) out vec3 outWorldPos; layout (location = 1) out vec3 outNormal; layout (location = 2) out vec2 outUV; layout (location = 3) out int outMatId; layout (location = 4) out vec4 outColor; out gl_PerVertex { vec4 gl_Position; }; void main() { vec3 locPos = vec3(inModel * vec4(inPos, 1.0)); outWorldPos = locPos; outNormal = mat3(inModel) * inNormal; outColor = inColor; outUV = inUV; //outUV.t = 1.0 - inUV.t; outMatId = inMatId; gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0); }