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object.vert.glsl
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object.vert.glsl
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/*
* Copyright (c) 2020-2021, 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) 2020-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_GOOGLE_include_directive : enable
#include "shaderCommon.glsl"
layout(location = VERTEX_POS) in vec3 inPosition;
layout(location = VERTEX_NORMAL) in vec3 inNormal;
layout(location = VERTEX_COLOR) in vec4 inColor;
layout(location = 0) out Interpolants OUT;
void main()
{
gl_Position = scene.projViewMatrix * vec4(inPosition, 1.0);
OUT.depth = (scene.viewMatrix * vec4(inPosition, 1.0)).z;
OUT.pos = inPosition;
OUT.normal = inNormal;
OUT.color = inColor;
}