source: opengl-game/shaders/model.vert@ 27e580e

feature/imgui-sdl
Last change on this file since 27e580e was 67527a5, checked in by Dmitry Portnoy <dportnoy@…>, 3 years ago

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

  • Property mode set to 100644
File size: 1.0 KB
RevLine 
[4befb76]1#version 450
[de32fda]2#extension GL_ARB_separate_shader_objects : enable
3
[055750a]4struct Object {
[de32fda]5 mat4 model;
[055750a]6};
7
[67527a5]8layout (binding = 0) uniform camera_block {
[de32fda]9 mat4 view;
10 mat4 proj;
[67527a5]11} camera;
[055750a]12
[67527a5]13// TODO: Verify that I can actually store 1024 values here. They last time I checked, I think I could only store 1016 values
14layout (binding = 1) uniform ubo_block {
15 Object objects[1024];
16} ubo;
[a00eb06]17
[adcd252]18layout(location = 0) in vec3 inPosition;
[80edd70]19layout(location = 1) in vec3 inColor;
[fba08f2]20layout(location = 2) in vec2 inTexCoord;
[a00eb06]21layout(location = 3) in vec3 vertex_normal;
22layout(location = 4) in uint obj_index;
[4befb76]23
[80edd70]24layout(location = 0) out vec3 fragColor;
[fba08f2]25layout(location = 1) out vec2 fragTexCoord;
[a00eb06]26layout(location = 2) out vec3 normal_eye;
[4befb76]27
28void main() {
[a00eb06]29 // Using 0.0 instead of 1.0 means translations won't effect the normal
[67527a5]30 normal_eye = normalize(vec3(camera.view * ubo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
[a00eb06]31
[f00ee54]32 fragColor = inColor;
[fba08f2]33 fragTexCoord = inTexCoord;
[f00ee54]34
[67527a5]35 gl_Position = camera.proj * camera.view * ubo.objects[obj_index].model * vec4(inPosition, 1.0);
[f00ee54]36}
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