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wgpu-tutorial/src/shader.vert

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1.4 KiB
GLSL

#version 450
layout(location=0) in vec3 a_position;
layout(location=1) in vec2 a_tex_coords;
layout(location=2) in vec3 a_normal;
layout(location=3) in vec3 a_tangent;
layout(location=4) in vec3 a_bitangent;
layout(location=5) in mat4 model_matrix;
layout(location=0) out vec2 v_tex_coords;
layout(location=1) out vec3 v_position;
layout(location=2) out vec3 v_light_position;
layout(location=3) out vec3 v_view_position;
layout(set=1, binding=0) uniform Uniforms {
vec3 u_view_position;
mat4 u_view_proj; // TODO: pass in view and projection matrix seperately
};
layout(set=2, binding=0) uniform Light {
vec3 light_position;
vec3 light_color;
};
void main() {
v_tex_coords = a_tex_coords;
mat3 normal_matrix = mat3(transpose(inverse(model_matrix))); // TODO: calculate this on CPU and pass in as an uniform
vec3 normal = normalize(normal_matrix * a_normal);
vec3 tangent = normalize(normal_matrix * a_tangent);
vec3 bitangent = normalize(normal_matrix * a_bitangent);
mat3 tangent_matrix = transpose(mat3(
tangent,
bitangent,
normal
));
vec4 model_space = model_matrix * vec4(a_position, 1.0);
v_position = tangent_matrix * model_space.xyz;
v_light_position = tangent_matrix * light_position;
v_view_position = tangent_matrix * u_view_position;
gl_Position = u_view_proj * model_space;
}