39 lines
843 B
GLSL
39 lines
843 B
GLSL
#version 450
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const int MAX_LIGHTS = 4;
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struct Light {
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vec4 direction;
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vec4 color;
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};
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec2 inUV;
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layout(location = 0) out vec2 fragUV;
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layout(location = 1) out vec3 fragNormal;
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layout(location = 2) out vec3 fragWorldPos;
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layout(push_constant) uniform PushConstants {
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mat4 model;
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} pc;
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layout(set = 0, binding = 0) uniform UniformBufferObject {
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mat4 view;
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mat4 proj;
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vec4 ambientColor;
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Light lights[MAX_LIGHTS];
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} ubo;
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void main() {
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vec4 worldPos = pc.model * vec4(inPosition, 1.0);
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gl_Position = ubo.proj * ubo.view * worldPos;
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fragWorldPos = worldPos.xyz;
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mat3 normalMatrix = mat3(transpose(inverse(pc.model)));
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fragNormal = normalize(normalMatrix * inNormal);
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fragUV = inUV;
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} |