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30 lines
675 B
GLSL
30 lines
675 B
GLSL
#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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// layout(location = 2) in vec2 inTexCoord; // Not used
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layout(push_constant) uniform PushConstants {
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mat4 model;
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mat4 viewProj;
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// Extended fields for PBR/atmospherics
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mat4 view;
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mat4 proj;
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mat4 lightViewProj;
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vec3 cameraPos;
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float time;
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// Atmospherics parameters
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float ambientStrength;
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float fogDensity;
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float fogStart;
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float fogEnd;
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vec3 fogColor;
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float gamma;
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float exposure;
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int enableShadows;
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int enableFog;
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} pc;
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void main() {
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gl_Position = pc.lightViewProj * pc.model * vec4(inPosition, 1.0);
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} |