//Vertex Shader #version 450 core /** Bind points for different SSBOs */ #define PARTICLE_SSBO_BIND_POINT 4 /** A point light */ struct ParticleData { mat4 model; vec4 color; vec4 texture; }; //input buffers layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; layout (location = 4) in vec2 aTex; layout(std430, binding = PARTICLE_SSBO_BIND_POINT) restrict buffer particleSSBO { ParticleData particleData[]; }; //coordinate space transformation matrices uniform mat4 transform; uniform mat4 view; uniform mat4 projection; uniform mat4 lightSpaceMatrix; //output buffers out vec3 Normal; out vec3 FragPos; out vec3 ViewFragPos; out vec2 TexCoord; out vec4 FragPosLightSpace; out vec4 color; void main() { ParticleData currentData = particleData[gl_InstanceID]; mat4 model = currentData.model; color = currentData.color; //normalize posiiton and normal vec4 FinalVertex = vec4(aPos, 1.0); vec4 FinalNormal = vec4(aNormal, 1.0); //make sure the W component is 1.0 FinalVertex = vec4(FinalVertex.xyz, 1.0); FinalNormal = vec4(FinalNormal.xyz, 1.0); //push frag, normal, and texture positions to fragment shader FragPos = vec3(model * FinalVertex); ViewFragPos = vec3(view * model * FinalVertex); Normal = mat3(transpose(inverse(model))) * aNormal; //offset based on data stored in particle data TexCoord = (aTex * currentData.texture.xy) + currentData.texture.zw; //shadow map stuff FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0); //set final position with opengl space gl_Position = projection * view * model * FinalVertex; }