55 lines
1.5 KiB
GLSL
55 lines
1.5 KiB
GLSL
#version 450
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/* Copyright (c) 2024-2025, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 view;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec4 outColor;
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layout (location = 2) out vec3 outWorldPos;
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layout(push_constant) uniform SceneNode {
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mat4 matrix;
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vec4 color;
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} sceneNode;
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void main()
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{
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mat4 nodeMat = ubo.model * sceneNode.matrix;
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gl_Position = ubo.projection * ubo.view * nodeMat * vec4(inPos, 1.0);
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// Vertex position in world space
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outWorldPos = vec3(sceneNode.matrix * vec4(inPos, 1.0));
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// GL to Vulkan coord space
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outWorldPos.y = -outWorldPos.y;
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// Normal in world space
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mat3 mNormal = transpose(inverse(mat3(mat3(nodeMat))));
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outNormal = normalize(mNormal * inNormal);
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outColor = sceneNode.color;
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}
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