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59 lines
1.4 KiB
59 lines
1.4 KiB
#version 320 es |
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/* Copyright (c) 2019, Arm Limited and Contributors |
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* |
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* SPDX-License-Identifier: Apache-2.0 |
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* |
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* Licensed under the Apache License, Version 2.0 the "License"; |
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* you may not use this file except in compliance with the License. |
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* You may obtain a copy of the License at |
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* |
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* http://www.apache.org/licenses/LICENSE-2.0 |
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* |
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* Unless required by applicable law or agreed to in writing, software |
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* distributed under the License is distributed on an "AS IS" BASIS, |
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
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* See the License for the specific language governing permissions and |
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* limitations under the License. |
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*/ |
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#define MAX_FORWARD_LIGHT_COUNT 16 |
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layout(location = 0) in vec3 position; |
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layout(location = 1) in vec2 texcoord_0; |
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layout(location = 2) in vec3 normal; |
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layout(set = 0, binding = 1) uniform GlobalUniform |
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{ |
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mat4 model; |
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mat4 view_proj; |
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vec3 camera_position; |
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} |
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global_uniform; |
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struct Light |
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{ |
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vec4 position; |
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vec4 color; |
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}; |
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layout(set = 0, binding = 4) uniform LightsInfo |
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{ |
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uint count; |
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Light lights[MAX_FORWARD_LIGHT_COUNT]; |
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} |
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lights; |
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layout(location = 0) out vec3 o_pos; |
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layout(location = 1) out vec2 o_uv; |
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layout(location = 2) out vec3 o_normal; |
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void main(void) |
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{ |
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o_pos = vec3(global_uniform.model * vec4(position, 1.0)); |
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o_uv = texcoord_0; |
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o_normal = mat3(global_uniform.model) * normal; |
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gl_Position = global_uniform.view_proj * global_uniform.model * vec4(position, 1.0); |
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}
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