vulkan-tutorial/shadersrc/tri_mesh.vert

38 lines
782 B
GLSL
Raw Normal View History

2023-05-12 11:29:44 +00:00
#version 460
layout (location = 0) in vec3 vPosition;
layout (location = 1) in vec3 vNormal;
layout (location = 2) in vec4 vColor;
layout (location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform CameraBuffer{
mat4 view;
mat4 proj;
mat4 viewproj;
} cameraData;
struct ObjectData{
mat4 model;
};
//all object matrices
layout(std140,set = 1, binding = 0) readonly buffer ObjectBuffer{
ObjectData objects[];
} objectBuffer;
//push constants block
layout( push_constant ) uniform constants
{
vec4 data;
mat4 render_matrix;
} PushConstants;
void main()
{
mat4 modelMatrix = objectBuffer.objects[gl_BaseInstance].model;
mat4 transformMatrix = (cameraData.viewproj * modelMatrix);
gl_Position = transformMatrix * vec4(vPosition, 1.0f);
outColor = vColor;
}