34 lines
740 B
GLSL
34 lines
740 B
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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#include "lib/common.glsl"
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#include "lib/forward_vertex.glsl"
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CAMERA(0, camera)
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STORAGE_BUFFER(1, Object, objects)
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// Attributes
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IN(0, vec3, position)
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IN(1, vec3, normal)
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IN(2, vec4, color)
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void main()
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{
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out_object = gl_InstanceIndex;
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mat4 m = objects.item[out_object].model;
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mat4 mv = camera.View * m;
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// gbuffer diffuse
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out_color = in_color.rgba;
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// gbuffer view position
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out_view_position = (mv * vec4(in_position.xyz, 1.0)).xyz;
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out_world_position = (m * vec4(in_position.xyz, 1.0)).xyz;
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// world normal
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out_world_normal = normalize((m * vec4(in_normal, 0.0)).xyz);
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// vertex clip space position
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gl_Position = camera.Proj * vec4(out_view_position, 1);
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}
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