#version 450 #extension GL_ARB_separate_shader_objects : enable struct Object { mat4 model; }; layout (binding = 0) uniform UniformBufferObject { mat4 view; mat4 proj; } ubo; layout(binding = 1) readonly buffer StorageBufferObject { Object objects[]; } sbo; layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec3 vertex_color; layout(location = 2) in vec3 vertex_normal; //layout(location = 3) in uint ubo_index; layout(location = 0) out vec3 position_eye; layout(location = 1) out vec3 color; layout(location = 2) out vec3 normal_eye; layout(location = 3) out vec3 light_position_eye; // fixed point light position //vec3 light_position_world = vec3(0.0, 0.0, 2.0); vec3 light_position_world = vec3(0.4, 1.5, 0.8); //vec3 light_position_world = vec3(0.0, 1.0, -1.0); // TODO: This does not account for scaling in the model matrix // Check Anton's book to see how to fix this void main() { position_eye = vec3(ubo.view * sbo.objects[0].model * vec4(vertex_position, 1.0)); //position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0)); // Using 0.0 instead of 1.0 means translations won't effect the normal normal_eye = normalize(vec3(ubo.view * sbo.objects[0].model * vec4(vertex_normal, 0.0))); //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0))); color = vertex_color; light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0)); //gl_Position = ubo.proj * vec4(position_eye, 1.0); gl_Position = vec4(vertex_position, 1.0); }