source: opengl-game/shaders/ship.vert@ 60578ce

feature/imgui-sdl points-test
Last change on this file since 60578ce was 60578ce, checked in by Dmitry Portnoy <dmp1488@…>, 5 years ago

In VulkanGame, make lighting work correctly in the ship shader with the model, view, and projection matrices all being applied

  • Property mode set to 100644
File size: 1.5 KB
RevLine 
[1908591]1#version 450
2#extension GL_ARB_separate_shader_objects : enable
3
[055750a]4struct Object {
[1908591]5 mat4 model;
[055750a]6};
7
8layout (binding = 0) uniform UniformBufferObject {
[1908591]9 mat4 view;
10 mat4 proj;
11} ubo;
12
[055750a]13layout(binding = 1) readonly buffer StorageBufferObject {
14 Object objects[];
15} sbo;
16
[1908591]17layout(location = 0) in vec3 vertex_position;
18layout(location = 1) in vec3 vertex_color;
[e1308e8]19layout(location = 2) in vec3 vertex_normal;
[cf727ca]20layout(location = 3) in uint obj_index;
[1908591]21
22layout(location = 0) out vec3 position_eye;
23layout(location = 1) out vec3 color;
[e1308e8]24layout(location = 2) out vec3 normal_eye;
25layout(location = 3) out vec3 light_position_eye;
[60578ce]26layout(location = 4) out vec3 light2_position_eye;
[1908591]27
[60578ce]28// fixed point light positions
[e1308e8]29//vec3 light_position_world = vec3(0.0, 0.0, 2.0);
[60578ce]30//vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
31vec3 light_position_world = vec3(7.0, -7.0, -10.0);
32vec3 light2_position_world = vec3(4.0, -3.0, -10.0);
[1908591]33
[e1308e8]34// TODO: This does not account for scaling in the model matrix
35// Check Anton's book to see how to fix this
[1908591]36void main() {
[60578ce]37 position_eye = vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_position, 1.0));
[e1308e8]38
39 // Using 0.0 instead of 1.0 means translations won't effect the normal
[60578ce]40 normal_eye = normalize(vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
41
[8e02b6b]42 color = vertex_color;
[1908591]43
[60578ce]44 light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
45 light2_position_eye = vec3(ubo.view * vec4(light2_position_world, 1.0));
46
47 gl_Position = ubo.proj * vec4(position_eye, 1.0);
[1908591]48}
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