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