#version 450 #extension GL_ARB_separate_shader_objects : enable struct Object { mat4 model; float hp; bool deleted; }; 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 obj_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; layout(location = 4) out vec3 light2_position_eye; // fixed point light position vec3 light_position_world = vec3(0.0, 0.0, 2.0); vec3 light2_position_world = vec3(0.0, 1.5, -0.1); void main() { position_eye = vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_position, 1.0)); normal_eye = normalize(vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0))); float hp_percent = sbo.objects[obj_index].hp / 10.0; vec3 damage_color = vec3(1.0, 0.0, 0.0); color = (vertex_color * hp_percent) + (damage_color * (1.0 - hp_percent)); light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0)); light2_position_eye = vec3(ubo.view * vec4(light2_position_world, 1.0)); if (sbo.objects[obj_index].deleted) { gl_Position = vec4(0.0, 0.0, 2.0, 1.0); } else { gl_Position = ubo.proj * vec4(position_eye, 1.0); } }