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