#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 (binding = 2) uniform UboInstance { mat4 model; } uboInstance; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; 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 fragColor; layout(location = 1) out vec2 fragTexCoord; layout(location = 2) out vec3 normal_eye; void main() { // Using 0.0 instead of 1.0 means translations won't effect the normal normal_eye = normalize(vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0))); fragColor = inColor; fragTexCoord = inTexCoord; gl_Position = ubo.proj * ubo.view * sbo.objects[obj_index].model * vec4(inPosition, 1.0); }