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vert_shader.vert
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/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "gltf.glsl"
#include "host_device.h"
layout(binding = 0) uniform _GlobalUniforms
{
GlobalUniforms uni;
};
layout(push_constant) uniform _PushConstantRaster
{
PushConstantRaster pcRaster;
};
layout(location = 0) in vec3 i_position;
layout(location = 1) in vec3 i_normal;
layout(location = 2) in vec2 i_texCoord;
layout(location = 1) out vec3 o_worldPos;
layout(location = 2) out vec3 o_worldNrm;
layout(location = 3) out vec3 o_viewDir;
layout(location = 4) out vec2 o_texCoord;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
vec3 origin = vec3(uni.viewInverse * vec4(0, 0, 0, 1));
o_worldPos = vec3(pcRaster.modelMatrix * vec4(i_position, 1.0));
o_viewDir = vec3(o_worldPos - origin);
o_texCoord = i_texCoord;
o_worldNrm = mat3(pcRaster.modelMatrix) * i_normal;
gl_Position = uni.viewProj * vec4(o_worldPos, 1.0);
}