RuntimeData/shader/c_gbuffer.vert

41 lines
1.0 KiB
GLSL

#version 450 core
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Color;
layout(location = 2) in vec3 Normal;
layout(location = 3) in vec3 Tangent;
layout(location = 4) in vec2 TexCoord;
layout(binding = 0) uniform WorldMatrix
{
mat4 two_dim;
mat4 projection;
mat4 modelview;
mat4 mvp;
mat3 normal;
} world;
layout(push_constant) uniform Consts {
mat4 local_to_world;
} pc;
layout(location = 0) out vec3 FragmentColor;
layout(location = 1) out vec3 FragmentNormal;
layout(location = 2) out vec3 FragmentTangent;
layout(location = 3) out vec3 FragmentWorldPos;
layout(location = 4) out vec2 FragmentTexCoord;
void main()
{
FragmentColor=Color;
FragmentWorldPos=vec3(vec4(Position,1.0)*pc.local_to_world);
FragmentTexCoord=TexCoord;
FragmentTexCoord.t=1.0-TexCoord.t;
mat3 mNormal=transpose(inverse(mat3(pc.local_to_world)));
FragmentNormal=mNormal*normalize(Normal);
FragmentTangent=mNormal*normalize(Tangent);
gl_Position=vec4(Position,1.0)*world.mvp;
}