pleascach/assets/shaders/lighting/fraglight.vert

27 lines
582 B
GLSL

#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNorm;
layout (location = 2) in vec2 aTexCoord;
layout (location = 0) out vec3 norm;
layout (location = 1) out vec2 texCoord;
layout (location = 2) out vec3 pos;
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;
};
void main() {
pos = (aPos + (vec3(10.0) * gl_InstanceIndex));
gl_Position = vec4(pos, 1.0);
texCoord = aTexCoord;
norm = aNorm;
}