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learn-wgpu/code/intermediate/tutorial10-lighting/src/shader.vert

37 lines
959 B
GLSL

#version 450
layout(location=0) in vec3 a_position;
layout(location=1) in vec2 a_tex_coords;
layout(location=2) in vec3 a_normal;
layout(location=0) out vec2 v_tex_coords;
layout(location=1) out vec3 v_normal;
layout(location=2) out vec3 v_position;
layout(set=1, binding=0)
uniform Camera {
vec3 u_view_position; // unused
mat4 u_view_proj;
};
layout(location=5) in vec4 model_matrix_0;
layout(location=6) in vec4 model_matrix_1;
layout(location=7) in vec4 model_matrix_2;
layout(location=8) in vec4 model_matrix_3;
void main() {
mat4 model_matrix = mat4(
model_matrix_0,
model_matrix_1,
model_matrix_2,
model_matrix_3
);
v_tex_coords = a_tex_coords;
mat3 normal_matrix = mat3(transpose(inverse(model_matrix)));
v_normal = normal_matrix * a_normal;
vec4 model_space = model_matrix * vec4(a_position, 1.0);
v_position = model_space.xyz;
gl_Position = u_view_proj * model_space;
}