1 | #version 410
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2 |
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3 | #define MAX_NUM_OBJECTS 1024
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4 |
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5 | uniform mat4 view, proj, hp;
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6 |
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7 | layout (std140) uniform models {
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8 | mat4 model_mats[MAX_NUM_OBJECTS];
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9 | };
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10 |
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11 | /*
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12 | layout (std140) uniform hp_uniform {
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13 | mat4 hp[MAX_NUM_OBJECTS];
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14 | };
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15 | */
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16 |
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17 | layout(location = 0) in vec3 vertex_position;
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18 | layout(location = 1) in vec3 vertex_color;
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19 | layout(location = 2) in vec3 vertex_normal;
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20 | layout(location = 3) in uint ubo_index;
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21 |
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22 | out vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye;
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23 |
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24 | // fixed point light position
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25 | vec3 light_position_world = vec3(0.0, 0.0, 2.0);
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26 | vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
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27 |
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28 | void main() {
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29 | position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
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30 | normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
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31 | //color = vertex_color * (hp[ubo_index][0][0] * 10.0); //(hp[ubo_index*4] / 10.0);
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32 | color = vertex_color * (hp[0][0] * 2.0 / 10.0);
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33 | light_position_eye = vec3(view * vec4(light_position_world, 1.0));
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34 | light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));
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35 |
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36 | gl_Position = proj * vec4(position_eye, 1.0);
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37 | }
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