zworld/assets/shaders/deferred/textured.vs.glsl

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2024-01-14 22:56:06 +08:00
#version 450
#extension GL_GOOGLE_include_directive : enable
#include "lib/common.glsl"
#include "lib/deferred_vertex.glsl"
CAMERA(0, camera)
STORAGE_BUFFER(1, Object, objects)
// Attributes
IN(0, vec3, position)
IN(1, vec3, normal)
IN(2, vec2, texcoord)
void main()
{
out_object = gl_InstanceIndex;
mat4 mv = camera.View * objects.item[out_object].model;
// textures
out_color.xy = in_texcoord;
// gbuffer position
out_position = (mv * vec4(in_position, 1)).xyz;
// gbuffer normal
out_normal = normalize((mv * vec4(in_normal, 0.0)).xyz);
// vertex clip space position
gl_Position = camera.Proj * vec4(out_position, 1);
}