Files
SDL3CPlusPlus/shaders/pbr.vert

41 lines
1.1 KiB
GLSL

#version 450
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor; // Color instead of normal
layout(location = 2) in vec2 inTexCoord; // Not used for now
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 viewProj;
// Extended fields for PBR/atmospherics
mat4 view;
mat4 proj;
mat4 lightViewProj;
vec3 cameraPos;
float time;
// Atmospherics parameters
float ambientStrength;
float fogDensity;
float fogStart;
float fogEnd;
vec3 fogColor;
float gamma;
float exposure;
int enableShadows;
int enableFog;
} pc;
void main() {
vec4 worldPos = pc.model * vec4(inPosition, 1.0);
gl_Position = pc.proj * pc.view * worldPos;
fragWorldPos = worldPos.xyz;
fragNormal = normalize(mat3(pc.model) * vec3(0.0, 0.0, 1.0)); // Simple normal for flat shading
fragTexCoord = vec2(0.0, 0.0); // Not used
fragColor = inColor; // Use vertex color
}