/* Copyright (c) 2023, Mobica Limited * * 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. */ #version 450 layout(location = 0) in vec3 inPos; layout(location = 1) in vec3 inNormal; layout(binding = 0) uniform UBO { mat4 projection; mat4 view; } ubo; layout(binding = 1) uniform UBOBaseline { vec4 ambientLightColor; vec4 lightPosition; vec4 lightColor; float lightIntensity; } ubo_baseline; layout(push_constant) uniform Push_Constants { mat4 model; vec4 color; } push_constants; layout(location = 0) out vec3 outPos; layout(location = 1) out vec3 outNormal; layout(location = 2) out vec4 fragColor; layout(location = 4) out vec3 outLightVec; layout(location = 5) out vec3 outLightColor[2]; layout(location = 7) out vec3 outViewVec; layout(location = 8) out float outLightIntensity; layout(constant_id = 0) const int type = 0; out gl_PerVertex { vec4 gl_Position; }; void main() { fragColor = push_constants.color; vec4 localPos = ubo.view * push_constants.model * vec4(inPos, 1.0); gl_Position = ubo.projection * localPos; outNormal = mat3(ubo.view * push_constants.model) * inNormal; vec4 positionWorld = push_constants.model * vec4(inPos, 1.0); outLightVec = ubo_baseline.lightPosition.xyz - positionWorld.xyz; outLightColor[0] = ubo_baseline.lightColor.xyz * ubo_baseline.lightColor.w; outLightColor[1] = ubo_baseline.ambientLightColor.xyz * ubo_baseline.ambientLightColor.w; outViewVec = -localPos.xyz; outLightIntensity = ubo_baseline.lightIntensity; }