53 lines
1.5 KiB
Plaintext
53 lines
1.5 KiB
Plaintext
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#version 450
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#extension GL_KHR_vulkan_glsl : enable
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layout(location = 0) in vec3 aVertexPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec3 aNormal;
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layout(location = 3) in vec3 aTangent;
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layout(location = 4) in mat4 worldTransform;
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//layout(std140, push_constant) uniform TestPushConstant
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//{
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// mat4 pvMat;
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// vec4 lightPosition;
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// vec4 eyePosition;
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// vec4 ambientColor;
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// vec4 lightColor;
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//
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//} testPushConstant;
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layout(location = 0) out struct
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{
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//mat3 BTN;
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vec4 vertColor;
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//vec3 localSpacePosition;
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//vec2 uv;
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//vec3 localLightPosition;
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//vec3 localEyePosition;
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} Out;
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void main()
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{
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//const float gamma = testPushConstant.eyePosition.w;
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//mat4 W2L = inverse(worldTransform);
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//// Since attributes are instanced we want the local positions of light and eye (camera)
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//Out.localLightPosition = vec3(W2L * vec4(testPushConstant.lightPosition.xyz, 1.0f));
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//Out.localEyePosition = vec3(W2L * vec4(testPushConstant.eyePosition.xyz, 1.0f));
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//vec3 biTangent = normalize(cross(aNormal, aTangent));
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//gl_Position = testPushConstant.pvMat * worldTransform * vec4(aVertexPos, 1.0);
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//// Since the normal we are sampling is in tangent space, we want to later convert them to local space
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//// so we need this matrix to multiply with the sampled texel of the normal map.
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//Out.BTN = mat3(aTangent, biTangent, aNormal);
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//Out.localSpacePosition = aVertexPos;
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//Out.uv = aUV;
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// render NDC first
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gl_Position = vec4(aVertexPos, 1.0);
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Out.vertColor = vec4 (aVertexPos, 1.0f);
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}
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