Files
face_sdk/app/src/main/assets/shaders/texture.vert
T
2026-01-13 08:12:46 +08:00

50 lines
929 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 viewPos;
float lodBias;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec3 outNormal;
layout(push_constant) uniform PushConstants {
float zoom;
float r;
float g;
float b;
float radius;
float ux;
float uy;
float offset_x;
float offset_y;
} pushConstants;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;
vec2 position = vec2(inPos.xy*2 -1);
position = position * pushConstants.zoom;
position.x = position.x + (pushConstants.offset_x/480);
position.y = position.y + (pushConstants.offset_y/480);
gl_Position = vec4(position, 0.5, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
}