70 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
/*
 | 
						|
The MIT License (MIT)
 | 
						|
 | 
						|
Copyright (c) 2022 Sascha Willems
 | 
						|
 | 
						|
Permission is hereby granted, free of charge, to any person obtaining a copy
 | 
						|
of this software and associated documentation files (the "Software"), to deal
 | 
						|
in the Software without restriction, including without limitation the rights
 | 
						|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 | 
						|
copies of the Software, and to permit persons to whom the Software is
 | 
						|
furnished to do so, subject to the following conditions:
 | 
						|
 | 
						|
The above copyright notice and this permission notice shall be included in all
 | 
						|
copies or substantial portions of the Software.
 | 
						|
 | 
						|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 | 
						|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 | 
						|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 | 
						|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 | 
						|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 | 
						|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 | 
						|
SOFTWARE.
 | 
						|
*/
 | 
						|
 | 
						|
#version 450
 | 
						|
 | 
						|
#extension GL_ARB_viewport_array : enable
 | 
						|
 | 
						|
layout (triangles, invocations = 2) in;
 | 
						|
layout (triangle_strip, max_vertices = 3) out;
 | 
						|
 | 
						|
layout (binding = 0) uniform UBO 
 | 
						|
{
 | 
						|
	mat4 projection[2];
 | 
						|
	mat4 modelview[2];
 | 
						|
	vec4 lightPos;
 | 
						|
} ubo;
 | 
						|
 | 
						|
layout (location = 0) in vec3 inNormal[];
 | 
						|
layout (location = 1) in vec3 inColor[];
 | 
						|
 | 
						|
layout (location = 0) out vec3 outNormal;
 | 
						|
layout (location = 1) out vec3 outColor;
 | 
						|
layout (location = 2) out vec3 outViewVec;
 | 
						|
layout (location = 3) out vec3 outLightVec;
 | 
						|
 | 
						|
void main(void)
 | 
						|
{	
 | 
						|
	for(int i = 0; i < gl_in.length(); i++)
 | 
						|
	{
 | 
						|
		outNormal = mat3(ubo.modelview[gl_InvocationID]) * inNormal[i];
 | 
						|
		outColor = inColor[i];
 | 
						|
 | 
						|
		vec4 pos = gl_in[i].gl_Position;
 | 
						|
		vec4 worldPos = (ubo.modelview[gl_InvocationID] * pos);
 | 
						|
		
 | 
						|
		vec3 lPos = vec3(ubo.modelview[gl_InvocationID]  * ubo.lightPos);
 | 
						|
		outLightVec = lPos - worldPos.xyz;
 | 
						|
		outViewVec = -worldPos.xyz;	
 | 
						|
	
 | 
						|
		gl_Position = ubo.projection[gl_InvocationID] * worldPos;
 | 
						|
 | 
						|
		// Set the viewport index that the vertex will be emitted to
 | 
						|
		gl_ViewportIndex = gl_InvocationID;
 | 
						|
      gl_PrimitiveID = gl_PrimitiveIDIn;
 | 
						|
		EmitVertex();
 | 
						|
	}
 | 
						|
	EndPrimitive();
 | 
						|
}
 |