4 Copyright (c) 2022 Sascha Willems
6 Permission is hereby granted, free of charge, to any person obtaining a copy
7 of this software and associated documentation files (the "Software"), to deal
8 in the Software without restriction, including without limitation the rights
9 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
10 copies of the Software, and to permit persons to whom the Software is
11 furnished to do so, subject to the following conditions:
13 The above copyright notice and this permission notice shall be included in all
14 copies or substantial portions of the Software.
16 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
21 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
27 #extension GL_ARB_viewport_array : enable
29 layout (triangles, invocations = 2) in;
30 layout (triangle_strip, max_vertices = 3) out;
32 layout (binding = 0) uniform UBO
39 layout (location = 0) in vec3 inNormal[];
40 layout (location = 1) in vec3 inColor[];
42 layout (location = 0) out vec3 outNormal;
43 layout (location = 1) out vec3 outColor;
44 layout (location = 2) out vec3 outViewVec;
45 layout (location = 3) out vec3 outLightVec;
49 for(int i = 0; i < gl_in.length(); i++)
51 outNormal = mat3(ubo.modelview[gl_InvocationID]) * inNormal[i];
52 outColor = inColor[i];
54 vec4 pos = gl_in[i].gl_Position;
55 vec4 worldPos = (ubo.modelview[gl_InvocationID] * pos);
57 vec3 lPos = vec3(ubo.modelview[gl_InvocationID] * ubo.lightPos);
58 outLightVec = lPos - worldPos.xyz;
59 outViewVec = -worldPos.xyz;
61 gl_Position = ubo.projection[gl_InvocationID] * worldPos;
63 // Set the viewport index that the vertex will be emitted to
64 gl_ViewportIndex = gl_InvocationID;
65 gl_PrimitiveID = gl_PrimitiveIDIn;