60 lines
1.8 KiB
GLSL
60 lines
1.8 KiB
GLSL
#version 450
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/* Copyright (c) 2020-2024, 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 (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 modelview;
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mat4 skybox_modelview;
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int color_shading_rates;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec3 outPos;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout(push_constant) uniform Push_Constants {
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vec4 offset;
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int object_type;
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} push_constants;
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void main()
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{
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switch(push_constants.object_type) {
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case 0: // Skysphere
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outPos = vec3(mat3(ubo.skybox_modelview) * inPos);
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gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
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break;
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case 1: // Object
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vec3 localPos = inPos + push_constants.offset.xyz;
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outPos = vec3(ubo.modelview * vec4(localPos, 1.0));
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gl_Position = ubo.projection * ubo.modelview * vec4(localPos, 1.0);
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break;
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}
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outUV = inUV;
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outNormal = mat3(ubo.modelview) * inNormal;
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vec3 lightPos = mat3(ubo.modelview) * vec3(0.0, -10.0, -10.0);
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outLightVec = lightPos.xyz - outPos.xyz;
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outViewVec = -outPos.xyz;
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}
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