38 lines
923 B
GLSL
38 lines
923 B
GLSL
#version 450
|
|
|
|
layout (location = 0) in vec3 inPos;
|
|
layout (location = 1) in vec3 inNormal;
|
|
layout (location = 2) in vec2 inUV;
|
|
layout (location = 3) in vec3 inColor;
|
|
layout (location = 4) in vec3 inTangent;
|
|
|
|
layout (set = 0, binding = 0) uniform UBOScene
|
|
{
|
|
mat4 projection;
|
|
mat4 view;
|
|
vec4 lightPos;
|
|
vec4 viewPos;
|
|
vec4 bFlagSet;
|
|
} uboScene;
|
|
|
|
layout(std430, set = 6, binding = 0) readonly buffer nodeMatrices
|
|
{
|
|
mat4 nodeMat[];
|
|
};
|
|
|
|
layout (location = 0) out vec3 outNormal;
|
|
layout (location = 1) out vec3 outWorldPos;
|
|
layout (location = 2) out vec2 outUV;
|
|
layout (location = 3) out vec3 outTangent;
|
|
|
|
void main()
|
|
{
|
|
int nodeId = int(inColor.z);
|
|
mat4 mat = nodeMat[nodeId];
|
|
outNormal = inNormal;
|
|
outUV = inUV;
|
|
outTangent = inTangent;
|
|
outWorldPos = vec3(mat * vec4(inPos, 1.0));
|
|
outNormal = transpose(inverse(mat3(mat))) * inNormal;
|
|
gl_Position = uboScene.projection * uboScene.view * mat * vec4(inPos.xyz, 1.0);
|
|
} |