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72
shaders/default.vert
Normal file
72
shaders/default.vert
Normal file
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#version 460 core
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struct PositionData {
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float x;
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float y;
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float z;
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};
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struct UvData {
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float u;
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float v;
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};
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struct NormalData {
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float x;
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float y;
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float z;
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};
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layout (binding = 0, std430) restrict readonly buffer _positions {
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PositionData pos_data[];
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};
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layout (binding = 1, std430) restrict readonly buffer _uvs {
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UvData uv_data[];
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};
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layout (binding = 2, std430) restrict readonly buffer _normals {
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NormalData norm_data[];
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};
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vec4 getPosition(int index) {
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return vec4(
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pos_data[index].x,
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pos_data[index].y,
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pos_data[index].z,
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1
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);
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}
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vec2 getUv(int index) {
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return vec2(
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uv_data[index].u,
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uv_data[index].v
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);
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}
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vec3 getNormal(int index) {
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return vec3(
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norm_data[index].x,
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norm_data[index].y,
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norm_data[index].z
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);
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}
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uniform mat4 u_model_matrix;
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uniform mat4 u_normal_matrix;
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layout (binding = 0, std140) uniform SharedMatrices {
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mat4 projection;
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mat4 cam_matrix;
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};
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out vec2 v_texcoord;
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out vec3 v_normal;
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out vec3 v_position;
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void main() {
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gl_Position = projection * cam_matrix * u_model_matrix * getPosition(gl_VertexID);
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v_texcoord = getUv(gl_VertexID);
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v_normal = mat3(u_normal_matrix) * getNormal(gl_VertexID);
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v_position = vec3(u_model_matrix * getPosition(gl_VertexID));
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}
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