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Vulkan-Samples/shaders/extended_dynamic_state2/baseline.vert
T
2025-09-04 10:54:47 +08:00

74 lines
2.0 KiB
GLSL

/* 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;
}