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54 lines
1.9 KiB
GLSL
54 lines
1.9 KiB
GLSL
// MIT License
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//
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// Copyright (c) 2020 Carter Anderson
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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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// NOTE: Taken from the bevy repo
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#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 1) in vec3 Vertex_Normal;
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layout(location = 2) in vec2 Vertex_Uv;
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layout(location = 3) in vec4 Vertex_Tangent;
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layout(location = 0) out vec3 v_WorldPosition;
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layout(location = 1) out vec3 v_WorldNormal;
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layout(location = 2) out vec2 v_Uv;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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mat4 ViewProj;
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};
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layout(location = 3) out vec4 v_WorldTangent;
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layout(set = 2, binding = 0) uniform Transform {
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mat4 Model;
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};
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void main() {
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vec4 world_position = Model * vec4(Vertex_Position, 1.0);
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v_WorldPosition = world_position.xyz;
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v_WorldNormal = mat3(Model) * Vertex_Normal;
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v_Uv = Vertex_Uv;
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v_WorldTangent = vec4(mat3(Model) * Vertex_Tangent.xyz, Vertex_Tangent.w);
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gl_Position = ViewProj * world_position;
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}
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