| /* |
| The MIT License (MIT) |
| |
| Copyright (c) 2022 Sascha Willems |
| |
| Permission is hereby granted, free of charge, to any person obtaining a copy |
| of this software and associated documentation files (the "Software"), to deal |
| in the Software without restriction, including without limitation the rights |
| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
| copies of the Software, and to permit persons to whom the Software is |
| furnished to do so, subject to the following conditions: |
| |
| The above copyright notice and this permission notice shall be included in all |
| copies or substantial portions of the Software. |
| |
| THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
| AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
| OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
| SOFTWARE. |
| */ |
| |
| #version 450 |
| |
| #extension GL_ARB_viewport_array : enable |
| |
| layout (triangles, invocations = 2) in; |
| layout (triangle_strip, max_vertices = 3) out; |
| |
| layout (binding = 0) uniform UBO |
| { |
| mat4 projection[2]; |
| mat4 modelview[2]; |
| vec4 lightPos; |
| } ubo; |
| |
| layout (location = 0) in vec3 inNormal[]; |
| layout (location = 1) in vec3 inColor[]; |
| |
| layout (location = 0) out vec3 outNormal; |
| layout (location = 1) out vec3 outColor; |
| layout (location = 2) out vec3 outViewVec; |
| layout (location = 3) out vec3 outLightVec; |
| |
| void main(void) |
| { |
| for(int i = 0; i < gl_in.length(); i++) |
| { |
| outNormal = mat3(ubo.modelview[gl_InvocationID]) * inNormal[i]; |
| outColor = inColor[i]; |
| |
| vec4 pos = gl_in[i].gl_Position; |
| vec4 worldPos = (ubo.modelview[gl_InvocationID] * pos); |
| |
| vec3 lPos = vec3(ubo.modelview[gl_InvocationID] * ubo.lightPos); |
| outLightVec = lPos - worldPos.xyz; |
| outViewVec = -worldPos.xyz; |
| |
| gl_Position = ubo.projection[gl_InvocationID] * worldPos; |
| |
| // Set the viewport index that the vertex will be emitted to |
| gl_ViewportIndex = gl_InvocationID; |
| gl_PrimitiveID = gl_PrimitiveIDIn; |
| EmitVertex(); |
| } |
| EndPrimitive(); |
| } |