41 lines
912 B
GLSL
41 lines
912 B
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(push_constant) uniform PushConstants {
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mat4 model;
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} push;
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layout(binding = 0, set = 0) uniform ObjectUniformData {
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mat4 view;
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mat4 projection;
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mat4 ortho_projection;
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float time;
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vec3 light_position;
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vec3 light_directional_rotation;
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vec3 camera_position;
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} ubo;
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 uv;
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layout(location = 0) out vec2 tex_coords;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main() {
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float scale = 0.01;
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mat4 invert = mat4(
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scale, 0., 0., 0.,
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0., scale, 0., 0.,
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0., 0., scale, 0.,
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0., 0., 0., 1.
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);
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// Vertex position in camera
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gl_Position = ubo.ortho_projection * vec4(position, 1.0);
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// Just interpolate UV coords, no transformation needed
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tex_coords = uv;
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} |