67 lines
2.2 KiB
GLSL
67 lines
2.2 KiB
GLSL
#version 450
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/* Copyright (c) 2024, Mobica Limited
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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 (set = 0, binding = 0) uniform UBO {
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mat4 projection;
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mat4 view;
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} ubo;
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layout(push_constant) uniform Push_Constants {
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mat4 model;
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vec4 base_color_factor;
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float metallic_factor;
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float roughness_factor;
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uint baseTextureIndex;
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uint normalTextureIndex;
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uint metallicRoughnessTextureIndex;
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} push_constants;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out vec4 outBaseColorFactor;
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layout (location = 5) out float outMetallicFactor;
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layout (location = 6) out float outRoughnessFactor;
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layout (location = 7) out uint outBaseTextureIndex;
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layout (location = 8) out uint outNormalTextureIndex;
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layout (location = 9) out uint outMetallicRoughnessTextureIndex;
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void main()
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{
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outUV = inUV;
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vec4 localPos = ubo.view * push_constants.model * vec4(inPos, 1.0);
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gl_Position = ubo.projection * localPos;
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outNormal = mat3(ubo.view * push_constants.model) * inNormal;
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vec3 lightPos = vec3(10.0, -10.0, 10.0);
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outLightVec = lightPos.xyz;
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outViewVec = -localPos.xyz;
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outBaseColorFactor = push_constants.base_color_factor;
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outMetallicFactor = push_constants.metallic_factor;
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outRoughnessFactor = push_constants.roughness_factor;
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outBaseTextureIndex = push_constants.baseTextureIndex;
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outNormalTextureIndex = push_constants.normalTextureIndex;
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outMetallicRoughnessTextureIndex = push_constants.metallicRoughnessTextureIndex;
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}
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