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