SPIRV-Cross/shaders-msl/vert/in_out_array_mat.vert

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