#version 450 /* Copyright (c) 2024-2025, Sascha Willems * * SPDX-License-Identifier: Apache-2.0 * * 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. */ layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec4 outColor; layout (location = 2) out vec3 outWorldPos; layout(push_constant) uniform SceneNode { mat4 matrix; vec4 color; } sceneNode; void main() { mat4 nodeMat = ubo.model * sceneNode.matrix; gl_Position = ubo.projection * ubo.view * nodeMat * vec4(inPos, 1.0); // Vertex position in world space outWorldPos = vec3(sceneNode.matrix * vec4(inPos, 1.0)); // GL to Vulkan coord space outWorldPos.y = -outWorldPos.y; // Normal in world space mat3 mNormal = transpose(inverse(mat3(mat3(nodeMat)))); outNormal = normalize(mNormal * inNormal); outColor = sceneNode.color; }