#version 410 #define MAX_NUM_OBJECTS 1024 uniform mat4 view, proj; uniform float hp[1016]; layout (std140) uniform models { mat4 model_mats[MAX_NUM_OBJECTS]; }; 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; out vec3 position_eye, normal_eye, color, light_position_eye, 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(view * model_mats[ubo_index] * vec4(vertex_position, 1.0)); normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0))); float hp_percent = hp[ubo_index] / 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(view * vec4(light_position_world, 1.0)); light2_position_eye = vec3(view * vec4(light2_position_world, 1.0)); gl_Position = proj * vec4(position_eye, 1.0); }