#version 450 #extension GL_ARB_separate_shader_objects : enable layout(push_constant) uniform PushConstants { mat4 model; } push; layout(binding = 0) uniform ObjectUniformData { mat4 view; mat4 projection; float time; vec3 light_position; } ubo; layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; layout(location = 2) in vec3 normal; layout(location = 0) out vec2 tex_coords; layout(location = 1) out vec3 normal_cam; layout(location = 2) out vec3 position_cam; layout(location = 3) out vec3 light_direction_cam; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0); tex_coords = uv; position_cam = vec3(ubo.view * push.model * vec4(position, 1.0)); // TODO: use inverse transpose so this doesn't break when scaling normal_cam = vec3(ubo.view * push.model * vec4(normal, 1.0)); vec3 light_position_cam = vec3(ubo.view * vec4(ubo.light_position, 1.0)); light_direction_cam = light_position_cam - position_cam; }