Files
loop/shader/shape/basic.vert
T

31 lines
1.0 KiB
GLSL

#version 450 core
//struct PosColNorm { vec4 pos; vec4 norm;uint col; uint dummy; };
struct PosColNorm { vec4 pos; uint norm;uint col; };
// I don't know if the dummy is necessary
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std430, binding = 3) readonly buffer Data { PosColNorm data[]; };
layout (std430, binding = 4) readonly buffer Indices { uint indices[]; };
out vec4 vCol;
out vec4 vPos;
out vec4 vNorm;
void main() {
vPos = data[indices[gl_VertexID]].pos;
vCol = unpackUnorm4x8(data[indices[gl_VertexID]].col);
vNorm = unpackSnorm4x8(data[indices[gl_VertexID]].norm);
//vNorm = n *2 - vec4(1,1,1,1);
gl_Position = theMat * vec4(vPos.xyz,1);
}
//layout (location = 0) in vec4 pos;
//layout (location = 1) in vec4 col;
//layout (location = 2) in vec4 norm;
//layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
//out vec4 vCol;
//out vec4 vPos;
//out vec4 vNorm;
//void main() {
// gl_Position = theMat * vec4(pos.xyz,1);
// vCol = col;
// vPos = pos;
// vNorm = norm;
//}