2022-09-19 01:20:51 +00:00
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#version 450
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2022-09-21 02:02:58 +00:00
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layout (location = 0) in vec3 position;
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2022-09-26 03:08:03 +00:00
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 uv;
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2022-09-27 00:57:53 +00:00
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layout (location = 3) in int tex;
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2022-09-19 01:20:51 +00:00
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2022-09-27 16:32:09 +00:00
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layout (location = 0) out float fragLight;
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2022-09-21 02:02:58 +00:00
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layout (location = 1) out vec2 fragUv;
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2022-09-27 00:57:53 +00:00
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layout (location = 2) out int fragTex;
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2022-09-19 01:20:51 +00:00
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2022-09-21 02:02:58 +00:00
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layout (binding = 0) uniform GlobalUbo {
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2022-09-19 01:20:51 +00:00
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mat4 projectionViewMatrix;
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vec3 directionToLight;
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} ubo;
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2022-09-21 02:02:58 +00:00
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layout (push_constant) uniform Push {
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2022-09-19 01:20:51 +00:00
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mat4 modelMatrix;
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mat4 normalMatrix;
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} push;
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const float AMBIENT = 0.02;
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void main() {
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2022-10-03 10:50:49 +00:00
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gl_Position = ubo.projectionViewMatrix * push.modelMatrix * vec4(position, 1.0);
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2022-09-19 01:20:51 +00:00
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vec3 normalWorldSpace = normalize(mat3(push.normalMatrix) * normal);
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float lightIntensity = AMBIENT + max(dot(normalWorldSpace, ubo.directionToLight), 0);
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2022-09-27 16:32:09 +00:00
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fragLight = lightIntensity / 5;
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2022-09-21 02:02:58 +00:00
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fragUv = uv;
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2022-09-26 22:03:07 +00:00
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fragTex = tex;
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2022-09-19 01:20:51 +00:00
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}
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