40 lines
974 B
GLSL

#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec2 lightmapCoord;
layout (location = 3) in vec3 aNorm;
layout (location = 4) in uint aColor;
layout (location = 0) out vec3 norm;
layout (location = 1) out vec2 texCoord;
layout (location = 2) out vec4 color;
layout (set = 0, binding = 0) uniform Matrices {
mat4 view;
mat4 proj;
float time;
vec3 cam_pos;
vec3 cam_dir;
vec4 frustum[6];
vec2 viewport;
float tess_factor;
float tess_edge_size;
};
vec4 unpackABGR(uint packedABGR) {
float scale = 1.0 / 255.0;
float a = float((packedABGR >> 24) & 0xFF) * scale;
float b = float((packedABGR >> 16) & 0xFF) * scale;
float g = float((packedABGR >> 8) & 0xFF) * scale;
float r = float(packedABGR & 0xFF) * scale;
return vec4(r,g,b,a);
}
void main() {
gl_Position = proj * view * vec4(aPos, 1.0);
texCoord = aTexCoord;
norm = aNorm;
color = unpackABGR(aColor);
}