Files
RedScarfEngine/graphics/shaders/shader.vert
T

70 lines
1.7 KiB
GLSL

#version 450
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 3) in vec3 instancePosition;
layout(location = 4) in vec3 instanceRotation;
layout(location = 5) in float instanceScale;
layout(location = 6) in uint instanceTextureId;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
layout(location = 2) out uint outInstanceTextureId;
void main()
{
mat4 gRotMat;
mat3 mx, my, mz;
// rotate around x
float s = sin(instanceRotation.x + 0);
float c = cos(instanceRotation.x + 0);
mx[0] = vec3(1, 0.0, 0.0);
mx[1] = vec3(0, c, -s);
mx[2] = vec3(0.0, s, c);
// rotate around y
s = sin(instanceRotation.y + 0);
c = cos(instanceRotation.y + 0);
my[0] = vec3(c, 0.0, s);
my[1] = vec3(0.0, 1.0, 0.0);
my[2] = vec3(-s, 0.0, c);
// rot around z
s = sin(instanceRotation.z + 0);
c = cos(instanceRotation.z + 0);
mz[0] = vec3(c, -s, 0.0);
mz[1] = vec3(s, c, 0.0);
mz[2] = vec3(0.0, 0.0, 1);
mat3 rotMat = mz * my * mx;
s = sin(instanceRotation.y + 0);
c = cos(instanceRotation.y + 0);
gRotMat[0] = vec4(c, 0.0, s, 0.0);
gRotMat[1] = vec4(0.0, 1.0, 0.0, 0.0);
gRotMat[2] = vec4(-s, 0.0, c, 0.0);
gRotMat[3] = vec4(0.0, 0.0, 0.0, 1.0);
vec4 locPos = vec4(inPosition.xyz * rotMat, 1.0);
vec4 pos = vec4((locPos.xyz * instanceScale) + instancePosition, 1.0);
gl_Position = ubo.proj * ubo.view * ubo.model * pos;
fragColor = inColor;
fragTexCoord = inTexCoord;
outInstanceTextureId = instanceTextureId;
}