#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_scalar_block_layout : enable #extension GL_GOOGLE_include_directive : enable #include "wavefront.glsl" // clang-format off layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; // clang-format on layout(binding = 0) uniform UniformBufferObject { mat4 view; mat4 proj; mat4 viewI; } ubo; layout(push_constant) uniform shaderInformation { vec3 lightPosition; uint instanceId; float lightIntensity; int lightType; } pushC; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; layout(location = 2) in vec3 inColor; layout(location = 3) in vec2 inTexCoord; //layout(location = 0) flat out int matIndex; layout(location = 1) out vec2 fragTexCoord; layout(location = 2) out vec3 fragNormal; layout(location = 3) out vec3 viewDir; layout(location = 4) out vec3 worldPos; out gl_PerVertex { vec4 gl_Position; }; void main() { mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo; mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT; vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1)); worldPos = vec3(objMatrix * vec4(inPosition, 1.0)); viewDir = vec3(worldPos - origin); fragTexCoord = inTexCoord; fragNormal = vec3(objMatrixIT * vec4(inNormal, 0.0)); // matIndex = inMatID; gl_Position = ubo.proj * ubo.view * vec4(worldPos, 1.0); }