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Standard.Shader.Primitive.primitive.vert Maven / Gradle / Ivy

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#version 450
#extension GL_ARB_separate_shader_objects:enable

layout(set=0,binding=0) uniform CameraUBO{
    mat4 view;
    mat4 proj;
    
    vec3 eye;
    vec3 center;
}camera;
layout(push_constant) uniform VertPC{
    mat4 model;
    int is2DDrawing;
}pc;

layout(location=0) in vec3 inPosition;
layout(location=1) in vec4 inColor;
layout(location=2) in vec3 inNormal;

layout(location=0) out vec3 fragPosition;
layout(location=1) out vec4 fragColor;
layout(location=2) out vec3 fragNormal;

void main(){
    if(pc.is2DDrawing==0){
        gl_Position=camera.proj*camera.view*pc.model*vec4(inPosition,1.0);
    }else{
        gl_Position=pc.model*vec4(inPosition,1.0);
    }
    fragPosition=(pc.model*vec4(inPosition,1.0)).xyz;
    fragColor=inColor;
    fragNormal=(pc.model*vec4(inNormal,0.0)).xyz;
}




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