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#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) out vec3 fragColor;
layout(set = 0, binding = 0) uniform GlobalUbo {
mat4 projectionViewMatrix;
vec3 directionToLight;
} ubo;
layout(push_constant) uniform Push {
mat4 modelMatrix;
mat4 normalMatrix;
} push;
const float AMBIENT = 0.02;
void main() {
gl_Position = ubo.projectionViewMatrix * push.modelMatrix * vec4(position, 1.0);
vec3 normalWorldSpace = normalize(mat3(push.normalMatrix) * normal);
float lightIntensity = AMBIENT + max(dot(normalWorldSpace, ubo.directionToLight), 0);
fragColor = lightIntensity * color;
}
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