80 lines
1.6 KiB
GLSL
80 lines
1.6 KiB
GLSL
//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;
|
|
}
|