#version 450 #extension GL_ARB_separate_shader_objects : enable struct Object { mat4 model; }; layout (binding = 0) uniform camera_block { mat4 view; mat4 proj; } camera; layout(binding = 1) uniform ubo_block { Object objects[1024]; } ubo; layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec3 vertex_color; layout(location = 2) in vec2 inTexCoord; layout(location = 3) in vec3 vertex_normal; layout(location = 4) in uint obj_index; layout(location = 0) out vec3 position_eye; layout(location = 1) out vec3 color; layout(location = 2) out vec2 fragTexCoord; layout(location = 3) out vec3 normal_eye; layout(location = 4) out vec3 light_position_eye; layout(location = 5) out vec3 light2_position_eye; // fixed point light positions vec3 light_position_world = vec3(0.0, 0.0, 2.0); vec3 light2_position_world = vec3(0.0, 1.5, -0.1); // 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(camera.view * ubo.objects[obj_index].model * vec4(vertex_position, 1.0)); // Using 0.0 instead of 1.0 means translations won't effect the normal normal_eye = normalize(vec3(camera.view * ubo.objects[obj_index].model * vec4(vertex_normal, 0.0))); color = vertex_color; fragTexCoord = inTexCoord; light_position_eye = vec3(camera.view * vec4(light_position_world, 1.0)); light2_position_eye = vec3(camera.view * vec4(light2_position_world, 1.0)); gl_Position = camera.proj * vec4(position_eye, 1.0); }