#version 450 /* Copyright (c) 2020-2024, 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 (location = 2) in vec2 inUV; layout (binding = 0) uniform UBO { mat4 projection; mat4 modelview; mat4 skybox_modelview; float modelscale; } ubo; layout (location = 0) out vec2 outUV; layout (location = 1) out vec3 outPos; layout (location = 2) out vec3 outNormal; layout (location = 3) out vec3 outViewVec; layout (location = 4) out vec3 outLightVec; layout(push_constant) uniform Push_Constants { vec4 offset; vec4 color; int object_type; } push_constants; void main() { switch(push_constants.object_type) { case 0: // Skysphere outPos = vec3(mat3(ubo.skybox_modelview) * inPos); gl_Position = vec4(ubo.projection * vec4(outPos, 1.0)); break; case 1: // Object vec3 localPos = inPos * ubo.modelscale + push_constants.offset.xyz; outPos = vec3(ubo.modelview * vec4(localPos, 1.0)); gl_Position = ubo.projection * ubo.modelview * vec4(localPos, 1.0); break; } outUV = inUV; outNormal = mat3(ubo.modelview) * inNormal; vec3 lightPos = mat3(ubo.modelview) * vec3(0.0, -10.0, -10.0); outLightVec = lightPos.xyz - outPos.xyz; outViewVec = -outPos.xyz; }