Renderer/assets/Shaders/entities/block/block.vs
austin f02d9979e3
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leverage standard uniforms buffer
2025-05-25 00:34:46 -04:00

57 lines
1.3 KiB
GLSL

//Vertex Shader
#version 450 core
#extension GL_ARB_shading_language_include : require
#include "../../lib/standarduniform.fs"
//defines
#define TEXTURE_MAP_SCALE 1.0
#define MODEL_TOTAL_DIM 16.0
//input buffers
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 4) in vec2 aTex;
layout (location = 5) in int samplerIndices;
//coordinate space transformation matrices
uniform mat4 model;
//output buffers
out vec3 Normal;
out vec3 FragPos;
out vec3 ViewFragPos;
out vec2 uv;
out vec4 FragPosLightSpace;
flat out int samplerIndexVec;
void main() {
//normalize posiiton and normal
vec4 FinalVertex = vec4(aPos, 1.0);
vec4 FinalNormal = vec4(aNormal, 1.0);
//push frag, normal, and texture positions to fragment shader
FragPos = vec3(model * FinalVertex);
ViewFragPos = vec3(standardUniforms.view * model * FinalVertex);
Normal = mat3(transpose(inverse(model))) * aNormal;
uv = aTex;
//pass through what atlas'd textures to sample
samplerIndexVec = samplerIndices;
//shadow map stuff
FragPosLightSpace = standardUniforms.lightSpaceMatrix * vec4(FragPos, 1.0);
//set final position with opengl space
gl_Position = standardUniforms.projection * standardUniforms.view * model * FinalVertex;
}