feature/imgui-sdl
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| 1 | #version 450
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| 2 | #extension GL_ARB_separate_shader_objects : enable
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| 3 |
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| 4 | struct Object {
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| 5 | mat4 model;
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| 6 | };
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| 7 |
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| 8 | layout (binding = 0) uniform UniformBufferObject {
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| 9 | mat4 view;
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| 10 | mat4 proj;
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| 11 | } ubo;
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| 12 |
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| 13 | layout(binding = 1) readonly buffer StorageBufferObject {
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| 14 | Object objects[];
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| 15 | } sbo;
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| 16 |
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| 17 | layout (binding = 2) uniform UboInstance {
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| 18 | mat4 model;
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| 19 | } uboInstance;
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| 20 |
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| 21 | layout(location = 0) in vec3 inPosition;
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| 22 | layout(location = 1) in vec3 inColor;
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| 23 | layout(location = 2) in vec2 inTexCoord;
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| 24 | layout(location = 3) in vec3 vertex_normal;
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| 25 | layout(location = 4) in uint obj_index;
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| 26 |
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| 27 | layout(location = 0) out vec3 fragColor;
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| 28 | layout(location = 1) out vec2 fragTexCoord;
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| 29 | layout(location = 2) out vec3 normal_eye;
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| 30 |
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| 31 | void main() {
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| 32 | // Using 0.0 instead of 1.0 means translations won't effect the normal
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| 33 | normal_eye = normalize(vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
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| 34 |
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| 35 | fragColor = inColor;
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| 36 | fragTexCoord = inTexCoord;
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| 37 |
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| 38 | gl_Position = ubo.proj * ubo.view * sbo.objects[obj_index].model * vec4(inPosition, 1.0);
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| 39 | }
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