48 lines
1012 B
GLSL
48 lines
1012 B
GLSL
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#version 450 core
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layout(location = 0) in vec3 Vertex;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 2) in vec3 Normal;
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layout(location = 3) in vec3 Tangent;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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{
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mat4 ortho;
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mat4 projection;
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mat4 inverse_projection;
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mat4 modelview;
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mat4 inverse_modelview;
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mat4 mvp;
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mat4 inverse_mvp;
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vec4 view_pos;
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vec2 resolution;
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} world;
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layout(push_constant) uniform Consts {
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mat4 local_to_world;
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} pc;
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layout(location = 0) out vec3 FragmentNormal;
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layout(location = 1) out vec3 FragmentTangent;
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layout(location = 2) out vec3 FragmentPosition;
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layout(location = 3) out vec2 FragmentTexCoord;
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void main()
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{
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vec4 pos=vec4(Vertex,1.0)*pc.local_to_world;
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gl_Position=pos*world.mvp;
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FragmentPosition=(pos*world.modelview).xyz;
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FragmentTexCoord=TexCoord;
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mat3 n=mat3(pc.local_to_world*world.modelview);
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FragmentNormal=normalize(Normal)*n;
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FragmentTangent=normalize(Tangent)*n;
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}
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