quakeforge/libs/video/renderer/vulkan/shader/alias.vert

38 lines
782 B
GLSL

#version 450
layout (set = 0, binding = 0) uniform Matrices {
mat4 Projection;
mat4 View;
mat4 Sky;
};
layout (push_constant) uniform PushConstants {
mat4 Model;
float blend;
};
layout (location = 0) in vec4 vertexa;
layout (location = 1) in vec3 normala;
layout (location = 2) in vec4 vertexb;
layout (location = 3) in vec3 normalb;
layout (location = 4) in vec2 uv;
layout (location = 0) out vec2 st;
layout (location = 1) out vec3 position;
layout (location = 2) out vec3 normal;
void
main (void)
{
vec4 vertex;
vec3 norm;
vec4 pos;
vertex = mix (vertexa, vertexb, blend);
norm = mix (normala, normalb, blend);
pos = (Model * vertex);
gl_Position = Projection * (View * pos);
position = pos.xyz;
normal = mat3 (Model) * norm;
st = uv;
}