72 lines
1.5 KiB
GLSL
72 lines
1.5 KiB
GLSL
#type vertex
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#version 450 core
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec3 a_Normal;
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layout(location = 2) in vec4 a_Color;
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layout(location = 3) in vec2 a_TexCoords;
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// Camera uniform buffer (binding = 0)
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layout(std140, binding = 0) uniform CameraData
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{
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mat4 u_ViewProjection;
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mat4 u_View;
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mat4 u_Projection;
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vec3 u_CameraPosition;
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};
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// Model uniform buffer (binding = 1)
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layout(std140, binding = 1) uniform ModelData
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{
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mat4 u_Model;
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mat4 u_NormalMatrix;
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int u_ObjectID;
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};
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out vec3 v_Normal;
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out vec2 v_TexCoords;
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flat out int v_ObjectID;
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void main()
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{
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vec4 worldPos = u_Model * vec4(a_Position, 1.0);
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v_Normal = mat3(u_NormalMatrix) * a_Normal;
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v_TexCoords = a_TexCoords;
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v_ObjectID = u_ObjectID;
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gl_Position = u_ViewProjection * worldPos;
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}
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#type fragment
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#version 450 core
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layout(location = 0) out vec4 o_Albedo;
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layout(location = 1) out vec4 o_Normal;
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layout(location = 2) out vec4 o_Material;
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layout(location = 3) out vec4 o_Emissive;
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layout(location = 4) out int o_ObjectID;
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in vec3 v_Normal;
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in vec2 v_TexCoords;
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flat in int v_ObjectID;
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uniform bool u_UseTexture;
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uniform sampler2D u_Texture;
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uniform vec4 u_Kd;
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uniform bool u_FlipUV;
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void main()
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{
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vec2 uv = v_TexCoords;
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if (u_FlipUV)
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uv.y = 1.0 - uv.y;
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vec4 baseColor = u_UseTexture ? texture(u_Texture, uv) : u_Kd;
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o_Albedo = vec4(baseColor.rgb, baseColor.a);
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o_Normal = vec4(normalize(v_Normal), 1.0);
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o_Material = vec4(1.0, 0.0, 1.0, 1.0);
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o_Emissive = vec4(0.0, 0.0, 0.0, 1.0);
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o_ObjectID = v_ObjectID;
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}
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