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scene.vert.glsl
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scene.vert.glsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
/**/
#extension GL_ARB_shading_language_include : enable
#include "common.h"
#include "noise.glsl"
in layout(location=VERTEX_POS) vec3 pos;
in layout(location=VERTEX_NORMAL) vec3 normal;
in layout(location=VERTEX_COLOR) vec4 color;
in layout(location=VERTEX_MATRIXINDEX) int matrixIndex;
#if !GL_ARB_bindless_texture
layout(binding=TEX_MATRICES) uniform samplerBuffer texMatrices;
#endif
out Interpolants {
vec3 oPos;
vec3 wNormal;
flat vec4 color;
} OUT;
mat4 getMatrix(samplerBuffer tex, int idx)
{
return mat4(texelFetch(tex,idx*4 + 0),
texelFetch(tex,idx*4 + 1),
texelFetch(tex,idx*4 + 2),
texelFetch(tex,idx*4 + 3));
}
void main()
{
vec3 oPos = pos;
vec3 oNormal = normal;
vec4 wPos = getMatrix(texMatrices, matrixIndex*2+0) * vec4(oPos,1);
gl_Position = scene.viewProjMatrix * wPos;
OUT.oPos = pos;
OUT.wNormal = mat3(getMatrix(texMatrices, matrixIndex*2+1)) * oNormal;
OUT.color = color;
}