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ecsthesis.cls
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Edward Longman authoredEdward Longman authored
triangle.vert.glsl 625 B
#version 450
layout(push_constant)uniform PushConstantData{
mat4 world;
}pc;
layout(set=0,binding=0)uniform Lights{
vec4[32]pos;
vec4[32]col;
uint light_count;
}light_uniforms;
layout(set=0,binding=1)uniform Camera{
mat4 view;
mat4 proj;
vec3 campos;
}camera_uniforms;
layout(location=0)in vec3 position;
layout(location=1)in vec3 normal;
layout(location=0)out vec3 v_normal;
void main(){
mat4 worldview=camera_uniforms.view*pc.world;
v_normal=normal;//normalize(transpose(inverse(mat3(worldview))) * normal);
gl_Position=camera_uniforms.proj*worldview*vec4(position*1000.,1.);
}