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FGL-Engine/shaders/gbuffer.vert
2024-01-09 08:29:46 -05:00

35 lines
940 B
GLSL

#version 450
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;
layout (location = 8) in mat4 instance_normal_matrix;
layout (location = 0) out vec3 out_normal;
layout (location = 1) out vec3 out_color;
layout (location = 2) out vec3 out_world_pos;
layout (location = 3) out vec3 out_tangent;
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(instance_model_matrix * vec4(position, 1.0));
mat3 normal_matrix = transpose(inverse(mat3(instance_model_matrix)));
out_normal = normalize(normal_matrix * normal);
out_color = color;
}