Files
voxel-game/assets/shaders/main.vert
2026-05-13 05:40:31 +02:00

45 lines
1.5 KiB
GLSL

#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
layout(location = 0) in vec3 positionOS;
layout(location = 1) in vec2 texCoord;
layout(location = 2) in vec3 normalOS;
layout(location = 3) in vec4 tangentOS;
out Varyings {
layout(location = 0) flat uint instance;
layout(location = 1) vec3 positionVS;
layout(location = 2) vec2 texCoord;
layout(location = 3) vec3 normalVS;
layout(location = 4) vec3 tangentVS;
layout(location = 5) vec3 bitangentVS;
} var;
#include "includes/main_common.glsl"
#define OBJECT _Object[gl_InstanceIndex]
void main() {
vec3 positionWS = (OBJECT.matrixOStoWS * vec4(positionOS, 1.0)).xyz;
vec3 positionVS = (_Global.matrixWStoVS * vec4(positionWS, 1.0)).xyz;
vec4 positionCS = _Global.matrixVStoCS * vec4(positionVS, 1.0);
vec3 normalWS = normalize((OBJECT.matrixOStoWSNormal * vec4(normalOS, 0.0)).xyz);
vec3 normalVS = normalize((_Global.matrixWStoVS * vec4(normalWS, 0.0)).xyz);
vec3 tangentWS = normalize((OBJECT.matrixOStoWSNormal * vec4(tangentOS.xyz, 0.0)).xyz);
vec3 tangentVS = normalize((_Global.matrixWStoVS * vec4(tangentWS, 0.0)).xyz);
vec3 bitangentVS = tangentOS.w * normalize(cross(normalVS, tangentVS));
gl_Position = positionCS;
var.instance = gl_InstanceIndex;
var.positionVS = positionVS;
var.texCoord = texCoord;
var.normalVS = normalVS;
var.tangentVS = tangentVS;
var.bitangentVS = bitangentVS;
}