source: opengl-game/shaders/ship.vert@ 27e580e

feature/imgui-sdl
Last change on this file since 27e580e was 67527a5, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Switch all per-object buffers to be dynamic uniform buffers instead of shader storage buffers

  • Property mode set to 100644
File size: 1.5 KB
RevLine 
[1908591]1#version 450
2#extension GL_ARB_separate_shader_objects : enable
3
[055750a]4struct Object {
[1908591]5 mat4 model;
[055750a]6};
7
[67527a5]8layout (binding = 0) uniform camera_block {
[1908591]9 mat4 view;
10 mat4 proj;
[67527a5]11} camera;
[1908591]12
[67527a5]13layout(binding = 1) uniform ubo_block {
14 Object objects[1024];
15} ubo;
[055750a]16
[1908591]17layout(location = 0) in vec3 vertex_position;
18layout(location = 1) in vec3 vertex_color;
[8d92284]19layout(location = 2) in vec2 inTexCoord;
20layout(location = 3) in vec3 vertex_normal;
21layout(location = 4) in uint obj_index;
[1908591]22
23layout(location = 0) out vec3 position_eye;
24layout(location = 1) out vec3 color;
[8d92284]25layout(location = 2) out vec2 fragTexCoord;
26layout(location = 3) out vec3 normal_eye;
27layout(location = 4) out vec3 light_position_eye;
28layout(location = 5) out vec3 light2_position_eye;
[1908591]29
[60578ce]30// fixed point light positions
[a79be34]31vec3 light_position_world = vec3(0.0, 0.0, 2.0);
32vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
[1908591]33
[e1308e8]34// TODO: This does not account for scaling in the model matrix
35// Check Anton's book to see how to fix this
[1908591]36void main() {
[67527a5]37 position_eye = vec3(camera.view * ubo.objects[obj_index].model * vec4(vertex_position, 1.0));
[e1308e8]38
39 // Using 0.0 instead of 1.0 means translations won't effect the normal
[67527a5]40 normal_eye = normalize(vec3(camera.view * ubo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
[60578ce]41
[8e02b6b]42 color = vertex_color;
[1908591]43
[8d92284]44 fragTexCoord = inTexCoord;
45
[67527a5]46 light_position_eye = vec3(camera.view * vec4(light_position_world, 1.0));
47 light2_position_eye = vec3(camera.view * vec4(light2_position_world, 1.0));
[60578ce]48
[67527a5]49 gl_Position = camera.proj * vec4(position_eye, 1.0);
[1908591]50}
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