26 lines
585 B
GLSL
26 lines
585 B
GLSL
#version 450
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layout(set = 0, binding = 0) uniform Matrices
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{
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mat4 vpMatrix;
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mat4 wMatrix;
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mat4x3 wMatrix4x3;
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mat3x4 wMatrix3x4;
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};
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layout(location = 0) in vec3 InPos;
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layout(location = 1) in vec3 InNormal;
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layout(location = 0) out vec3 OutNormal;
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layout(location = 1) out vec4 OutWorldPos[4];
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void main()
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{
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gl_Position = vpMatrix * wMatrix * vec4(InPos, 1);
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OutWorldPos[0] = wMatrix * vec4(InPos, 1);
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OutWorldPos[1] = vec4(InPos, 1) * wMatrix;
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OutWorldPos[2] = wMatrix3x4 * InPos;
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OutWorldPos[3] = InPos * wMatrix4x3;
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OutNormal = (wMatrix * vec4(InNormal, 0)).xyz;
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}
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