RuntimeData/shader/LightPosition3D.vert
2020-06-20 15:25:16 +08:00

36 lines
623 B
GLSL

#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 1) in vec3 Normal;
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 canvas_resolution;
vec2 viewport_resolution;
}world;
layout(push_constant) uniform Consts {
mat4 local_to_world;
}pc;
layout(location=0) out vec3 FragmentNormal;
void main()
{
FragmentNormal=Normal;
gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
}