35 lines
940 B
GLSL
35 lines
940 B
GLSL
#version 450
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 color;
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layout (location = 2) in vec3 normal;
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layout (location = 3) in vec2 uv;
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layout (location = 4) in mat4 instance_model_matrix;
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layout (location = 8) in mat4 instance_normal_matrix;
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layout (location = 0) out vec3 out_normal;
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layout (location = 1) out vec3 out_color;
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layout (location = 2) out vec3 out_world_pos;
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layout (location = 3) out vec3 out_tangent;
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layout (set = 0, binding = 0) uniform CameraInfo {
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mat4 projection;
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mat4 view;
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mat4 inverse_view;
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} ubo;
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void main() {
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vec4 position_world = instance_model_matrix * vec4(position, 1.0);
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gl_Position = ubo.projection * ubo.view * position_world;
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out_world_pos = vec3(instance_model_matrix * vec4(position, 1.0));
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mat3 normal_matrix = transpose(inverse(mat3(instance_model_matrix)));
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out_normal = normalize(normal_matrix * normal);
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out_color = color;
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} |