51 lines
1.2 KiB
GLSL
51 lines
1.2 KiB
GLSL
#version 450
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/*
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* Copyright 2023 Nintendo
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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 (location = 2) in vec2 inUV;
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layout (binding = 0) uniform UBO {
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mat4 projection;
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mat4 view;
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mat4 proj_view;
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} ubo;
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layout(push_constant) uniform pushConstants
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{
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mat4 model;
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} push;
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layout (location = 0) out vec3 outUVWorldPos;
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layout (location = 1) out vec3 outPos;
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layout (location = 2) out vec3 outNormal;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUVWorldPos = vec3(inUV,0.f);
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outPos = vec3(mat3(ubo.view * push.model) * inPos);
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gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
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outNormal = mat3(push.model * ubo.view) * inNormal;
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}
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