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-rwxr-xr-xres/shaders/simple_shader.vert16
1 files changed, 9 insertions, 7 deletions
diff --git a/res/shaders/simple_shader.vert b/res/shaders/simple_shader.vert
index 55b0199..a61fa0b 100755
--- a/res/shaders/simple_shader.vert
+++ b/res/shaders/simple_shader.vert
@@ -1,18 +1,19 @@
#version 450
-layout(location = 0) in vec3 position;
-layout(location = 1) in vec3 color;
-layout(location = 2) in vec3 normal;
-layout(location = 3) in vec2 uv;
+layout (location = 0) in vec3 position;
+layout (location = 1) in vec3 color;
+layout (location = 2) in vec3 normal;
+layout (location = 3) in vec2 uv;
-layout(location = 0) out vec3 fragColor;
+layout (location = 0) out vec3 fragColor;
+layout (location = 1) out vec2 fragUv;
-layout(set = 0, binding = 0) uniform GlobalUbo {
+layout (binding = 0) uniform GlobalUbo {
mat4 projectionViewMatrix;
vec3 directionToLight;
} ubo;
-layout(push_constant) uniform Push {
+layout (push_constant) uniform Push {
mat4 modelMatrix;
mat4 normalMatrix;
} push;
@@ -27,4 +28,5 @@ void main() {
float lightIntensity = AMBIENT + max(dot(normalWorldSpace, ubo.directionToLight), 0);
fragColor = lightIntensity * vec3(1/position.y,position.y,clamp(sin(position.x - position.z), 0, 1));
+ fragUv = uv;
} \ No newline at end of file