42 lines
1.1 KiB
GLSL
42 lines
1.1 KiB
GLSL
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#version 450
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layout(binding = 0, std140) uniform UBO
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{
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mat4 projection;
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mat4 model;
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float lodBias;
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} ubo;
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layout(location = 0) in vec3 inPos;
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layout(location = 1) in vec4 colors[3];
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layout(location = 4) in vec3 inNormal;
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layout(location = 5) in mat4 inViewMat;
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layout(location = 0) out vec3 outPos;
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layout(location = 1) out vec3 outNormal;
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layout(location = 2) out mat4 outTransModel;
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layout(location = 6) out float outLodBias;
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layout(location = 7) out vec4 color;
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void write_deeper_in_function()
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{
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outTransModel[1][1] = ubo.lodBias;
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color = colors[2];
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}
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void write_in_function()
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{
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outTransModel[2] = vec4(inNormal, 1.0);
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write_deeper_in_function();
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}
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void main()
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{
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gl_Position = (ubo.projection * ubo.model) * vec4(inPos, 1.0);
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outPos = vec3((ubo.model * vec4(inPos, 1.0)).xyz);
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outNormal = mat3(vec3(ubo.model[0].x, ubo.model[0].y, ubo.model[0].z), vec3(ubo.model[1].x, ubo.model[1].y, ubo.model[1].z), vec3(ubo.model[2].x, ubo.model[2].y, ubo.model[2].z)) * inNormal;
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outLodBias = ubo.lodBias;
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outTransModel = transpose(ubo.model) * inViewMat;
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write_in_function();
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}
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