#version 460 /* * Copyright 2023 Nintendo * * 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 view; mat4 proj_view; } ubo; layout(push_constant) uniform pushConstants { mat4 model; vec3 camera_pos; float elapsed_time; float material_diffuse; float material_spec; } push; layout (location = 0) out VertexData { vec2 uv; vec3 normal; vec3 world_pos; vec3 object_pos; flat uint texture_index; } vertex_out; void main() { float theta = push.elapsed_time * 0.1f; mat3 rotate = {{cos(theta),0,-sin(theta)},{0, 1, 0},{sin(theta), 0, cos(theta)}}; vertex_out.uv = inUV; vertex_out.normal = mat3(inverse(transpose(push.model))) * inNormal; vertex_out.object_pos = inPos; vertex_out.world_pos = (push.model * vec4(rotate * inPos.xyz, 1.0f)).xyz; gl_Position = ubo.proj_view * vec4(vertex_out.world_pos, 1.0f); }