| 12345678910111213141516171819202122232425262728293031323334353637 |
- #version 450
- layout(location=0) in vec3 a_position;
- layout(location=1) in vec2 a_tex_coords;
- layout(location=2) in vec3 a_normal;
- layout(location=0) out vec2 v_tex_coords;
- layout(location=1) out vec3 v_normal;
- layout(location=2) out vec3 v_position;
- layout(set=1, binding=0)
- uniform Uniforms {
- vec3 u_view_position; // unused
- mat4 u_view_proj;
- };
- layout(location=5) in vec4 model_matrix_0;
- layout(location=6) in vec4 model_matrix_1;
- layout(location=7) in vec4 model_matrix_2;
- layout(location=8) in vec4 model_matrix_3;
- void main() {
- mat4 model_matrix = mat4(
- model_matrix_0,
- model_matrix_1,
- model_matrix_2,
- model_matrix_3
- );
- v_tex_coords = a_tex_coords;
- mat3 normal_matrix = mat3(transpose(inverse(model_matrix)));
- v_normal = normal_matrix * a_normal;
- vec4 model_space = model_matrix * vec4(a_position, 1.0);
- v_position = model_space.xyz;
- gl_Position = u_view_proj * model_space;
- }
|