tacraft/shader/shader.vert

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2022-12-15 02:28:00 +00:00
#version 450
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 texcoord;
layout(location = 3) in ivec2 index;
layout(location = 0) out vec4 frag_color;
layout(location = 1) out vec4 frag_mcolor;
layout(location = 2) out vec2 frag_texcoord;
layout(location = 3) out int frag_texindex;
layout(location = 4) out vec3 frag_pos;
layout(location = 5) out vec3 frag_normal;
struct VertexAttribute {
mat4 matrix;
mat4 nmatrix;
vec4 color;
vec4 mixcolor;
};
layout(binding = 0) uniform GlobalVars {
mat4 proj_view;
vec3 light;
vec3 eye;
} global;
layout (std430, binding = 1) buffer AttributeBlock {
VertexAttribute atts[2048];
} units;
void main() {
gl_Position = global.proj_view * units.atts[index[0]].matrix * vec4(position,1.0);
frag_color = units.atts[index[0]].color;
frag_mcolor = units.atts[index[0]].mixcolor;
frag_texcoord = texcoord;
frag_texindex = index[1];
frag_pos = vec3(units.atts[index[0]].matrix * vec4(position,1.0));
frag_normal = normalize(vec3(units.atts[index[0]].nmatrix * vec4(normal,1.0)));
}