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33 lines
724 B
GLSL
33 lines
724 B
GLSL
#version 460
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 texCoord;
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layout (location = 2) in float layer;
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layout (location = 3) in vec3 aNormal;
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layout (location = 4) in float Roughness;
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out vec2 tc;
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out vec3 normal;
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out vec3 vert_pos;
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out vec3 world_pos;
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flat out int tex_layer;
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out float roughness;
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out float v_depth;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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uniform mat4 norm_matrix;
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void main(void) {
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vec4 view_pos = mv_matrix * vec4(pos, 1.0);
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world_pos = pos;
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vert_pos = view_pos.xyz;
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normal = mat3(norm_matrix) * aNormal;
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roughness = Roughness;
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tc = texCoord;
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tex_layer = int(layer);
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v_depth = -view_pos.z;
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gl_Position = proj_matrix * view_pos;
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}
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