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/*
* Copyright 2022 Frederico de Oliveira Linhares
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec2 in_texture_coord;
layout(location = 0) out DataTransferObject
{
vec4 frag_color;
vec2 frag_texture_coord;
vec3 normal;
} out_dto;
layout(set = 0, binding = 0) uniform UBOWorld
{
vec4 ambient_light_color;
} ubo_world;
layout(set = 1, binding = 0) uniform UBOView
{
mat4 view;
mat4 proj;
} ubo_view;
layout(set = 2, binding = 0) uniform UBOModelInstance
{
mat4 instances[128];
} ubo_model_instance;
void
main()
{
gl_Position =
ubo_view.proj * ubo_view.view *
ubo_model_instance.instances[gl_InstanceIndex] * vec4(in_position, 1.0);
out_dto.frag_color = ubo_world.ambient_light_color;
out_dto.frag_texture_coord = in_texture_coord;
out_dto.normal = mat3(ubo_model_instance.instances[gl_InstanceIndex]) *
in_normal;
}
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