#version 450 /* Copyright (c) 2022-2024, 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 (set = 0, binding = 0) uniform UBO { mat4 projection; mat4 view; } ubo; layout(push_constant) uniform Push_Constants { mat4 model; vec4 color; } push_constants; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outViewVec; layout (location = 3) out vec3 outLightVec; void main() { outColor = push_constants.color.rgb; vec4 localPos = ubo.view * push_constants.model * vec4(inPos, 1.0); gl_Position = ubo.projection * localPos; outNormal = mat3(ubo.view * push_constants.model) * inNormal; vec3 lightPos = vec3(10.0, -10.0, 10.0); outLightVec = lightPos.xyz - localPos.xyz; outViewVec = -localPos.xyz; }