// Copyright 2016 Mark Callow // SPDX-License-Identifier: Apache-2.0 // Vertex shader for cube sample. #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #if 0 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (location = 3) in vec4 inColor; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; vec4 viewPos; float lodBias; } ubo; layout (location = 0) out vec2 outUV; layout (location = 1) out vec4 outColor; //layout (location = 1) out float outLodBias; //layout (location = 2) out vec3 outNormal; //layout (location = 3) out vec3 outViewVec; //layout (location = 4) out vec3 outLightVec; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = inUV; outColor = inColor; //outLodBias = ubo.lodBias; //vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0)); gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); #if 0 vec4 pos = ubo.model * vec4(inPos, 1.0); outNormal = mat3(inverse(transpose(ubo.model))) * inNormal; vec3 lightPos = vec3(0.0); vec3 lPos = mat3(ubo.model) * lightPos.xyz; outLightVec = lPos - pos.xyz; outViewVec = ubo.viewPos.xyz - pos.xyz; #endif // GL->VK conventions. Sigh! //gl_Position.y = -gl_Position.y; //gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0; } #endif #if 0 layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; vec4 viewPos; float lodBias; } ubo; layout (location = 0) out vec2 outUV; layout (location = 1) out float outLodBias; layout (location = 2) out vec3 outNormal; layout (location = 3) out vec3 outViewVec; layout (location = 4) out vec3 outLightVec; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = inUV; outLodBias = ubo.lodBias; vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0)); gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); vec4 pos = ubo.model * vec4(inPos, 1.0); outNormal = mat3(inverse(transpose(ubo.model))) * inNormal; vec3 lightPos = vec3(0.0); vec3 lPos = mat3(ubo.model) * lightPos.xyz; outLightVec = lPos - pos.xyz; outViewVec = ubo.viewPos.xyz - pos.xyz; } #endif layout (location = 0) in vec3 inPos; // layout (location = 3) in vec4 inColor; // layout (location = 0) out vec4 outColor; layout (std140, binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; vec4 viewPos; float lodBias; } ubo; void main() { //outColor = inColor;r mat4 mvp = ubo.projection * ubo.view * ubo.model; gl_Position = mvp * vec4(inPos, 1.0); //gl_Position = vec4(inPos * 0.5, 1.0); //gl_PointSize = 2.0; }