project-aster/samples/04_scenes/shader/model.vert.glsl

34 lines
1.1 KiB
GLSL

#version 450
#pragma shader_stage(vertex)
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
#extension GL_EXT_buffer_reference : require
#include "bindless_structs.glsl"
#include "graphics_bindings.glsl"
layout(location=0) out vec4 outWorldNormal;
layout(location=1) out vec4 outWorldPosition;
layout(location=2) out vec4 outColor;
layout(location=3) out vec2 outUV0;
layout(push_constant) uniform Constants {
mat4 globalTransform;
VPositionRef pVertexPosition;
VDataRef pVertexData;
uint64_t materialIdx;
};
void main() {
vec3 colors[] = {
vec3( 1.0f, 0.0f, 0.0f ),
vec3( 0.0f, 1.0f, 0.0f ),
vec3( 0.0f, 0.0f, 1.0f ),
};
outWorldNormal = vec4(normalize(transpose(inverse(mat3(globalTransform))) * pVertexData.Data[gl_VertexIndex].Normal.xyz), 0.0f);
outWorldPosition = globalTransform * vec4(pVertexPosition.Positions[gl_VertexIndex].xyz, 1.0f);
gl_Position = camera.m_Projection * camera.m_View * outWorldPosition;
outColor = vec4(pVertexData.Data[gl_VertexIndex].Color.rgb, 1.0f); //vec3(colors[gl_VertexIndex % 3]);
outUV0 = pVertexData.Data[gl_VertexIndex].TexCoord0;
}