source: opengl-game/shaders/ship.vert@ 67527a5

feature/imgui-sdl
Last change on this file since 67527a5 was 67527a5, checked in by Dmitry Portnoy <dportnoy@…>, 14 months ago

Switch all per-object buffers to be dynamic uniform buffers instead of shader storage buffers

  • Property mode set to 100644
File size: 1.5 KB
Line 
1#version 450
2#extension GL_ARB_separate_shader_objects : enable
3
4struct Object {
5 mat4 model;
6};
7
8layout (binding = 0) uniform camera_block {
9 mat4 view;
10 mat4 proj;
11} camera;
12
13layout(binding = 1) uniform ubo_block {
14 Object objects[1024];
15} ubo;
16
17layout(location = 0) in vec3 vertex_position;
18layout(location = 1) in vec3 vertex_color;
19layout(location = 2) in vec2 inTexCoord;
20layout(location = 3) in vec3 vertex_normal;
21layout(location = 4) in uint obj_index;
22
23layout(location = 0) out vec3 position_eye;
24layout(location = 1) out vec3 color;
25layout(location = 2) out vec2 fragTexCoord;
26layout(location = 3) out vec3 normal_eye;
27layout(location = 4) out vec3 light_position_eye;
28layout(location = 5) out vec3 light2_position_eye;
29
30// fixed point light positions
31vec3 light_position_world = vec3(0.0, 0.0, 2.0);
32vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
33
34// TODO: This does not account for scaling in the model matrix
35// Check Anton's book to see how to fix this
36void main() {
37 position_eye = vec3(camera.view * ubo.objects[obj_index].model * vec4(vertex_position, 1.0));
38
39 // Using 0.0 instead of 1.0 means translations won't effect the normal
40 normal_eye = normalize(vec3(camera.view * ubo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
41
42 color = vertex_color;
43
44 fragTexCoord = inTexCoord;
45
46 light_position_eye = vec3(camera.view * vec4(light_position_world, 1.0));
47 light2_position_eye = vec3(camera.view * vec4(light2_position_world, 1.0));
48
49 gl_Position = camera.proj * vec4(position_eye, 1.0);
50}
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