74 lines
2.0 KiB
GLSL
74 lines
2.0 KiB
GLSL
/* Copyright (c) 2023, 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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#version 450
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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(binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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}
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ubo;
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layout(binding = 1) uniform UBOBaseline
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{
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vec4 ambientLightColor;
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vec4 lightPosition;
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vec4 lightColor;
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float lightIntensity;
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}
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ubo_baseline;
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layout(push_constant) uniform Push_Constants
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{
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mat4 model;
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vec4 color;
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}
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push_constants;
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layout(location = 0) out vec3 outPos;
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layout(location = 1) out vec3 outNormal;
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layout(location = 2) out vec4 fragColor;
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layout(location = 4) out vec3 outLightVec;
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layout(location = 5) out vec3 outLightColor[2];
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layout(location = 7) out vec3 outViewVec;
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layout(location = 8) out float outLightIntensity;
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layout(constant_id = 0) const int type = 0;
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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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fragColor = push_constants.color;
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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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vec4 positionWorld = push_constants.model * vec4(inPos, 1.0);
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outLightVec = ubo_baseline.lightPosition.xyz - positionWorld.xyz;
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outLightColor[0] = ubo_baseline.lightColor.xyz * ubo_baseline.lightColor.w;
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outLightColor[1] = ubo_baseline.ambientLightColor.xyz * ubo_baseline.ambientLightColor.w;
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outViewVec = -localPos.xyz;
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outLightIntensity = ubo_baseline.lightIntensity;
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}
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