diff options
Diffstat (limited to 'assets/shaders/blinn_phong.vert')
-rw-r--r-- | assets/shaders/blinn_phong.vert | 27 |
1 files changed, 18 insertions, 9 deletions
diff --git a/assets/shaders/blinn_phong.vert b/assets/shaders/blinn_phong.vert index 06dc5e7..aefb129 100644 --- a/assets/shaders/blinn_phong.vert +++ b/assets/shaders/blinn_phong.vert @@ -1,28 +1,37 @@ -#version 410 core +#version 450 core + +struct Uniforms { + mat4 model; + mat4 view; + mat4 projection; +}; + +uniform Uniforms ubo; + // Inputs layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inTexCoords; -uniform mat4 model; -uniform mat4 view; -uniform mat4 projection; -uniform mat4 lightSpaceMatrix; +// uniform mat4 model; +// uniform mat4 view; +// uniform mat4 projection; +// uniform mat4 lightSpaceMatrix; // Output out VS_OUT { vec3 FragPos; vec3 Normal; vec2 TexCoords; - vec4 FragPosLightSpace; + // vec4 FragPosLightSpace; vec4 Color; } vs_out; void main() { - vs_out.FragPos = vec3(model * vec4(inPos, 1.0)); + vs_out.FragPos = vec3(ubo.model * vec4(inPos, 1.0)); vs_out.Normal = inNormal; vs_out.TexCoords = inTexCoords; - vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0); + // vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0); vs_out.Color = vec4(1.0); - gl_Position = projection * view * model * vec4(inPos, 1.0); + gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0); }
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