Created
March 29, 2024 07:23
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#version 450 | |
layout(location = 0) in vec3 position; | |
layout(location = 0) out vec4 outPos; | |
struct PointLight { | |
vec4 position; // ignore w | |
vec4 color; // w is intensity | |
}; | |
layout(set = 0, binding = 0) uniform GlobalUbo { | |
mat4 projection; | |
mat4 view; | |
mat4 invView; | |
vec4 ambientLightColor; // w is intensity | |
PointLight pointLights[10]; | |
int numLights; | |
} ubo; | |
layout(set = 1, binding = 0) uniform GameObjectBufferData { | |
mat4 modelMatrix; | |
} gameObject; | |
void main() { | |
vec4 positionWorld = gameObject.modelMatrix * vec4(position.x, position.y, position.z, 1.0); | |
outPos = ubo.projection * ubo.view * positionWorld; | |
gl_Position = outPos; | |
} |
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