Files
SDL3CPlusPlus/shaders/pbr.vert

29 lines
785 B
GLSL

#version 450
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec3 fragWorldPos;
layout(location = 2) out vec3 fragNormal;
layout(location = 3) out vec2 fragTexCoord;
layout(push_constant) uniform PushConstants {
mat4 model;
mat4 view;
mat4 proj;
mat4 lightViewProj;
vec3 cameraPos;
float time;
} pc;
void main() {
vec4 worldPos = pc.model * vec4(inPosition, 1.0);
gl_Position = pc.proj * pc.view * worldPos;
fragWorldPos = worldPos.xyz;
fragNormal = mat3(pc.model) * inNormal;
fragTexCoord = inTexCoord;
fragColor = vec3(0.7, 0.7, 0.7); // Default color, can be from vertex color or texture
}