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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