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how-to-vulkan/ktx/tests/loadtests/vkloadtests/shaders/cubemap/reflect.vert
T
2026-06-14 19:09:18 +01:00

44 lines
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GLSL

// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelView;
mat4 invModelView;
mat4 uvwTransform;
float lodBias;
} ubo;
layout (location = 0) out vec3 outPos;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out float outLodBias;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position = ubo.projection * ubo.modelView * vec4(inPos.xyz, 1.0);
outPos = vec3(ubo.modelView * vec4(inPos, 1.0));
outNormal = mat3(ubo.modelView) * inNormal;
outLodBias = ubo.lodBias;
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
}