RuntimeData/shader/pbr_Light.vert

38 lines
740 B
GLSL

#version 450
layout(location = 0) in vec3 Position;
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 FragmentWorldPos;
layout(location=1) out vec3 FragmentWorldNormal;
void main()
{
FragmentWorldPos = Position*mat3(pc.local_to_world);
FragmentWorldNormal = Normal*mat3(pc.local_to_world);
gl_Position = vec4(FragmentWorldPos,1.0)*world.mvp;
}