feature/imgui-sdl
points-test
Last change
on this file since f97c5e7 was 8e02b6b, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago |
To move to a more generic way of updating the scene, rename updateUniformBuffers() to updateScene() in VulkanGame and move the code to copy the data into a new copyDataToMemory() function in VulkanUtils.
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Property mode
set to
100644
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File size:
1.2 KB
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[1908591] | 1 | #version 450
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| 2 | #extension GL_ARB_separate_shader_objects : enable
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| 3 |
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[8e02b6b] | 4 | // TODO: Figure out if the UniformBufferObject label is necessary and, if not, remove it
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[1908591] | 5 | layout (binding = 0) uniform UniformBufferObject {
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| 6 | mat4 model;
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| 7 | mat4 view;
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| 8 | mat4 proj;
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| 9 | } ubo;
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| 10 |
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| 11 | layout(location = 0) in vec3 vertex_position;
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| 12 | layout(location = 1) in vec3 vertex_color;
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[8e02b6b] | 13 | //layout(location = 2) in vec3 vertex_normal;
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| 14 | //layout(location = 3) in uint ubo_index;
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[1908591] | 15 |
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| 16 | //out vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye;
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| 17 | layout(location = 0) out vec3 position_eye;
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| 18 | layout(location = 1) out vec3 color;
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| 19 |
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| 20 | // fixed point light position
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| 21 | //vec3 light_position_world = vec3(0.0, 0.0, 2.0);
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| 22 | //vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
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| 23 |
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| 24 | void main() {
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[8e02b6b] | 25 | //position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
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| 26 | position_eye = vec3(ubo.view * ubo.model * vec4(vertex_position, 1.0));
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| 27 | //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
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| 28 | color = vertex_color;
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| 29 | //light_position_eye = vec3(view * vec4(light_position_world, 1.0));
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| 30 | //light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));
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[1908591] | 31 |
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[8e02b6b] | 32 | gl_Position = ubo.proj * vec4(position_eye, 1.0);
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[1908591] | 33 | }
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