46 lines
781 B
GLSL
46 lines
781 B
GLSL
#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) 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 model;
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vec4 viewPos;
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float lodBias;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec3 outNormal;
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layout(push_constant) uniform PushConstants {
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float zoom;
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float r;
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float g;
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float b;
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float radius;
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float ux;
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float uy;
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} pushConstants;
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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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outUV = inUV;
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vec2 position = vec2(inPos.xy*2 -1);
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position = position * pushConstants.zoom;
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gl_Position = vec4(position, 0.5, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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}
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