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- #version 450
- const vec3 VERTS[36] = vec3[]
- (
- vec3(-1.0f, 1.0f, -1.0f),
- vec3(-1.0f, -1.0f, -1.0f),
- vec3(1.0f, -1.0f, -1.0f),
- vec3(1.0f, -1.0f, -1.0f),
- vec3(1.0f, 1.0f, -1.0f),
- vec3(-1.0f, 1.0f, -1.0f),
- vec3(-1.0f, -1.0f, 1.0f),
- vec3(-1.0f, -1.0f, -1.0f),
- vec3(-1.0f, 1.0f, -1.0f),
- vec3(-1.0f, 1.0f, -1.0f),
- vec3(-1.0f, 1.0f, 1.0f),
- vec3(-1.0f, -1.0f, 1.0f),
- vec3(1.0f, -1.0f, -1.0f),
- vec3(1.0f, -1.0f, 1.0f),
- vec3(1.0f, 1.0f, 1.0f),
- vec3(1.0f, 1.0f, 1.0f),
- vec3(1.0f, 1.0f, -1.0f),
- vec3(1.0f, -1.0f, -1.0f),
- vec3(-1.0f, -1.0f, 1.0f),
- vec3(-1.0f, 1.0f, 1.0f),
- vec3(1.0f, 1.0f, 1.0f),
- vec3(1.0f, 1.0f, 1.0f),
- vec3(1.0f, -1.0f, 1.0f),
- vec3(-1.0f, -1.0f, 1.0f),
- vec3(-1.0f, 1.0f, -1.0f),
- vec3(1.0f, 1.0f, -1.0f),
- vec3(1.0f, 1.0f, 1.0f),
- vec3(1.0f, 1.0f, 1.0f),
- vec3(-1.0f, 1.0f, 1.0f),
- vec3(-1.0f, 1.0f, -1.0f),
- vec3(-1.0f, -1.0f, -1.0f),
- vec3(-1.0f, -1.0f, 1.0f),
- vec3(1.0f, -1.0f, -1.0f),
- vec3(1.0f, -1.0f, -1.0f),
- vec3(-1.0f, -1.0f, 1.0f),
- vec3(1.0f, -1.0f, 1.0f)
- );
- struct PointLight
- {
- vec4 position; // w is radius
- vec4 color; // w is intensity
- };
- layout (set = 0, binding = 0) uniform GlobalUBO
- {
- // MATRICES
- mat4 view;
- mat4 viewInverse;
- mat4 viewProjection;
- // LIGHTING
- vec4 globalLightDirection;
- vec4 ambientLighting;
- // POINT LIGHTS
- PointLight pointLights[8];
- int numLights;
- } ubo;
- layout(location = 0) out vec3 outTexCoord;
- void main()
- {
- outTexCoord = VERTS[gl_VertexIndex];
- gl_Position = ubo.viewProjection * vec4(outTexCoord + ubo.viewInverse[3].xyz, 1.f) ;
- outTexCoord.xy *= -1.f;
- }
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