/* * Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved. * * 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. * * SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_scalar_block_layout : enable #extension GL_GOOGLE_include_directive : enable #extension GL_EXT_shader_explicit_arithmetic_types_int64 : require #include "wavefront.glsl" layout(binding = 0) uniform _GlobalUniforms { GlobalUniforms uni; }; layout(push_constant) uniform _PushConstantRaster { PushConstantRaster pcRaster; }; layout(location = 0) in vec3 i_position; layout(location = 1) in vec3 i_normal; layout(location = 2) in vec3 i_color; layout(location = 3) in vec2 i_texCoord; layout(location = 1) out vec3 o_worldPos; layout(location = 2) out vec3 o_worldNrm; layout(location = 3) out vec3 o_viewDir; layout(location = 4) out vec2 o_texCoord; out gl_PerVertex { vec4 gl_Position; }; void main() { vec3 origin = vec3(uni.viewInverse * vec4(0, 0, 0, 1)); o_worldPos = vec3(pcRaster.modelMatrix * vec4(i_position, 1.0)); o_viewDir = vec3(o_worldPos - origin); o_texCoord = i_texCoord; o_worldNrm = mat3(pcRaster.modelMatrix) * i_normal; gl_Position = uni.viewProj * vec4(o_worldPos, 1.0); }