27 lines
679 B
GLSL
27 lines
679 B
GLSL
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#version 450
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 color;
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layout(location = 2) in vec3 normal;
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layout(location = 3) in vec2 uv;
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layout(location = 0) out vec3 fragColor;
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layout(push_constant) uniform Push {
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mat4 transform; // projection * view * model
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mat4 normalMatrix;
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} push;
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const vec3 DIRECTION_TO_LIGHT = normalize(vec3(1.0, -3.0, -1.0));
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const float AMBIENT = 0.02;
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void main() {
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gl_Position = push.transform * vec4(position, 1.0);
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vec3 normalWorldSpace = normalize(mat3(push.normalMatrix) * normal);
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float lightIntensity = AMBIENT + max(dot(normalWorldSpace, DIRECTION_TO_LIGHT), 0);
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fragColor = lightIntensity * color;
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}
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