ref_vk/shaders/polygon_lmap.vert

33 lines
728 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 inVertex;
layout(location = 1) in vec2 inTexCoord;
layout(location = 2) in vec2 inTexCoordLmap;
layout(push_constant) uniform PushConstant
{
mat4 vpMatrix;
} pc;
layout(set = 1, binding = 0) uniform UniformBufferObject
{
mat4 model;
float viewLightmaps;
} ubo;
layout(location = 0) out vec2 texCoord;
layout(location = 1) out vec2 texCoordLmap;
layout(location = 2) out float viewLightmaps;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
gl_Position = pc.vpMatrix * ubo.model * vec4(inVertex, 1.0);
texCoord = inTexCoord;
texCoordLmap = inTexCoordLmap;
viewLightmaps = ubo.viewLightmaps;
}