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Vulkan-Samples/shaders/graphics_pipeline_library/glsl/shared.vert
T
2025-09-04 10:54:47 +08:00

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GLSL

#version 450
/* Copyright (c) 2022-2024, Sascha Willems
*
* 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.
*/
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 lightPos;
} ubo;
layout(push_constant) uniform PushConsts {
vec4 color;
} pushConsts;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) flat out vec3 outFlatNormal;
void main()
{
outNormal = inNormal;
outColor = pushConsts.color.rgb;
vec4 pos = vec4(inPos.xyz, 1.0);
gl_Position = ubo.projection * ubo.model * pos;
pos = ubo.model * pos;
outNormal = mat3(ubo.model) * inNormal;
vec3 lPos = ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}