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