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https://github.com/Nexoniarz/Fry3DX.git
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21 lines
755 B
GLSL
21 lines
755 B
GLSL
#version 460
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#include "model.glsl"
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layout(location = 0) out vec3 v_normal;
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layout(location = 1) out vec2 v_uv;
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layout(location = 2) out vec2 v_lightmapUv;
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layout(location = 3) out vec3 v_world;
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// The same depth in the depth pre-pass and the scene pass (else the compiler, dropping what the pre-pass
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// doesn't use, can round it differently and the scene pass fails its depth test in patches).
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invariant gl_Position;
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void main() {
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Vertex vx = VERTEX(VERTEX_ID);
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mat4 model = DRAW.model;
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vec4 world = model * vec4(vx.px, vx.py, vx.pz, 1.0);
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v_normal = normalize(mat3(model) * vec3(vx.nx, vx.ny, vx.nz));
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v_uv = vec2(vx.u, vx.v);
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v_lightmapUv = vec2(vx.lu, vx.lv);
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v_world = world.xyz;
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gl_Position = pc.viewProj * world;
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}
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