36 lines
932 B
GLSL
36 lines
932 B
GLSL
#version 450
|
|
#extension GL_EXT_debug_printf: enable
|
|
|
|
layout (location = 0) in vec3 position;
|
|
layout (location = 1) in vec3 color;
|
|
layout (location = 2) in vec3 normal;
|
|
layout (location = 3) in vec2 uv;
|
|
|
|
layout (location = 4) in mat4 instance_model_matrix;// 4, 5, 6, 7
|
|
|
|
layout (location = 0) out vec3 out_normal;
|
|
layout (location = 1) out vec2 out_tex_coord;
|
|
layout (location = 2) out vec3 out_world_pos;
|
|
layout (location = 3) out vec3 out_color;
|
|
|
|
layout (set = 0, binding = 0) uniform CameraInfo {
|
|
mat4 projection;
|
|
mat4 view;
|
|
mat4 inverse_view;
|
|
} ubo;
|
|
|
|
void main() {
|
|
|
|
vec4 position_world = instance_model_matrix * vec4(position, 1.0);
|
|
|
|
gl_Position = ubo.projection * ubo.view * position_world;
|
|
out_world_pos = vec3(gl_Position);
|
|
|
|
mat3 normal_matrix = transpose(inverse(mat3(instance_model_matrix)));
|
|
|
|
out_normal = normalize(normal_matrix * normal);
|
|
|
|
out_tex_coord = uv;
|
|
|
|
out_color = color;
|
|
} |