Files
rust-engine/shaders/triangle.vert
2020-06-28 21:20:26 +02:00

38 lines
1.0 KiB
GLSL

#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;
}