1 | #version 450
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2 | #extension GL_ARB_separate_shader_objects : enable
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3 |
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4 | struct Object {
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5 | mat4 model;
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6 | };
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7 |
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8 | layout (binding = 0) uniform UniformBufferObject {
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9 | mat4 view;
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10 | mat4 proj;
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11 | } ubo;
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12 |
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13 | layout(binding = 1) readonly buffer StorageBufferObject {
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14 | Object objects[];
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15 | } sbo;
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16 |
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17 | layout(location = 0) in vec3 vertex_position;
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18 | layout(location = 1) in vec3 vertex_color;
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19 | layout(location = 2) in vec3 vertex_normal;
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20 | layout(location = 3) in uint obj_index;
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21 |
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22 | layout(location = 0) out vec3 position_eye;
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23 | layout(location = 1) out vec3 color;
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24 | layout(location = 2) out vec3 normal_eye;
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25 | layout(location = 3) out vec3 light_position_eye;
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26 | layout(location = 4) out vec3 light2_position_eye;
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27 |
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28 | // fixed point light positions
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29 | //vec3 light_position_world = vec3(0.0, 0.0, 2.0);
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30 | //vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
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31 | vec3 light_position_world = vec3(7.0, -7.0, -10.0);
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32 | vec3 light2_position_world = vec3(4.0, -3.0, -10.0);
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33 |
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34 | // TODO: This does not account for scaling in the model matrix
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35 | // Check Anton's book to see how to fix this
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36 | void main() {
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37 | position_eye = vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_position, 1.0));
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38 |
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39 | // Using 0.0 instead of 1.0 means translations won't effect the normal
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40 | normal_eye = normalize(vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
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41 |
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42 | color = vertex_color;
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43 |
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44 | light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
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45 | light2_position_eye = vec3(ubo.view * vec4(light2_position_world, 1.0));
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46 |
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47 | gl_Position = ubo.proj * vec4(position_eye, 1.0);
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48 | }
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