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-rw-r--r--assets/shaders/object.frag5
-rw-r--r--assets/shaders/object.vert10
2 files changed, 12 insertions, 3 deletions
diff --git a/assets/shaders/object.frag b/assets/shaders/object.frag
index 44c1eb3..11b33e1 100644
--- a/assets/shaders/object.frag
+++ b/assets/shaders/object.frag
@@ -1,6 +1,9 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
+layout(location = 0) in vec3 in_normal;
+layout(location = 1) in vec3 in_position;
+
layout(location = 0) out vec4 out_colour;
-void main() { out_colour = vec4(1.0); } \ No newline at end of file
+void main() { out_colour = vec4(in_normal, 1.0); } \ No newline at end of file
diff --git a/assets/shaders/object.vert b/assets/shaders/object.vert
index a5097d4..a7237bb 100644
--- a/assets/shaders/object.vert
+++ b/assets/shaders/object.vert
@@ -2,6 +2,10 @@
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 in_position;
+layout(location = 1) in vec3 in_normal;
+
+layout(location = 0) out vec3 out_normal;
+layout(location = 1) out vec3 out_position;
layout(set = 0, binding = 0) uniform global_object_uniform {
mat4 projection;
@@ -15,6 +19,8 @@ layout(push_constant) uniform push_constants {
u_push_constants;
void main() {
- gl_Position =
- global_ubo.projection * global_ubo.view * u_push_constants.model * vec4(in_position, 1.0);
+ out_position = in_position;
+ gl_Position = global_ubo.projection * global_ubo.view * u_push_constants.model *
+ vec4(in_position.x, in_position.y, in_position.z, 1.0);
+ out_normal = in_normal; // forward normal vectors
} \ No newline at end of file