106 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			106 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| /*
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| The MIT License (MIT)
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| 
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| Copyright (c) 2022 Sascha Willems
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| 
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| Permission is hereby granted, free of charge, to any person obtaining a copy
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| of this software and associated documentation files (the "Software"), to deal
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| in the Software without restriction, including without limitation the rights
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| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| copies of the Software, and to permit persons to whom the Software is
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| furnished to do so, subject to the following conditions:
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| 
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| The above copyright notice and this permission notice shall be included in all
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| copies or substantial portions of the Software.
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| 
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| THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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| IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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| AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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| LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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| OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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| SOFTWARE.
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| */
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| 
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| #version 450
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| 
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| // Vertex attributes
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| layout (location = 0) in vec3 inPos;
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| layout (location = 1) in vec3 inNormal;
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| layout (location = 2) in vec2 inUV;
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| layout (location = 3) in vec3 inColor;
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| 
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| // Instanced attributes
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| layout (location = 4) in vec3 instancePos;
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| layout (location = 5) in vec3 instanceRot;
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| layout (location = 6) in float instanceScale;
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| layout (location = 7) in int instanceTexIndex;
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| 
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| layout (binding = 0) uniform UBO
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| {
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| 	mat4 projection;
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| 	mat4 modelview;
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| 	vec4 lightPos;
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| 	float locSpeed;
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| 	float globSpeed;
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| } ubo;
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| 
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| layout (location = 0) out vec3 outNormal;
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| layout (location = 1) out vec3 outColor;
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| layout (location = 2) out vec3 outUV;
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| layout (location = 3) out vec3 outViewVec;
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| layout (location = 4) out vec3 outLightVec;
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| 
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| void main()
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| {
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| 	outColor = inColor;
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| 	outUV = vec3(inUV, instanceTexIndex);
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| 
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| 	mat3 mx, my, mz;
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| 
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| 	// rotate around x
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| 	float s = sin(instanceRot.x + ubo.locSpeed);
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| 	float c = cos(instanceRot.x + ubo.locSpeed);
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| 
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| 	mx[0] = vec3(c, s, 0.0);
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| 	mx[1] = vec3(-s, c, 0.0);
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| 	mx[2] = vec3(0.0, 0.0, 1.0);
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| 
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| 	// rotate around y
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| 	s = sin(instanceRot.y + ubo.locSpeed);
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| 	c = cos(instanceRot.y + ubo.locSpeed);
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| 
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| 	my[0] = vec3(c, 0.0, s);
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| 	my[1] = vec3(0.0, 1.0, 0.0);
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| 	my[2] = vec3(-s, 0.0, c);
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| 
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| 	// rot around z
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| 	s = sin(instanceRot.z + ubo.locSpeed);
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| 	c = cos(instanceRot.z + ubo.locSpeed);
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| 
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| 	mz[0] = vec3(1.0, 0.0, 0.0);
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| 	mz[1] = vec3(0.0, c, s);
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| 	mz[2] = vec3(0.0, -s, c);
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| 
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| 	mat3 rotMat = mz * my * mx;
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| 
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| 	mat4 gRotMat;
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| 	s = sin(instanceRot.y + ubo.globSpeed);
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| 	c = cos(instanceRot.y + ubo.globSpeed);
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| 	gRotMat[0] = vec4(c, 0.0, s, 0.0);
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| 	gRotMat[1] = vec4(0.0, 1.0, 0.0, 0.0);
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| 	gRotMat[2] = vec4(-s, 0.0, c, 0.0);
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| 	gRotMat[3] = vec4(0.0, 0.0, 0.0, 1.0);
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| 
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| 	vec4 locPos = vec4(inPos.xyz * rotMat, 1.0);
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| 	vec4 pos = vec4((locPos.xyz * instanceScale) + instancePos, 1.0);
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| 
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| 	gl_Position = ubo.projection * ubo.modelview * gRotMat * pos;
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| 	outNormal = mat3(ubo.modelview * gRotMat) * inverse(rotMat) * inNormal;
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| 
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| 	pos = ubo.modelview * vec4(inPos.xyz + instancePos, 1.0);
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| 	vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz;
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| 	outLightVec = lPos - pos.xyz;
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| 	outViewVec = -pos.xyz;
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| }
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