Files
QuaternionEngine/shaders/shadow.vert

30 lines
626 B
GLSL

#version 450
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_buffer_reference : require
#include "input_structures.glsl"
struct Vertex {
vec3 position; float uv_x;
vec3 normal; float uv_y;
vec4 color;
};
layout(buffer_reference, std430) readonly buffer VertexBuffer{
Vertex vertices[];
};
layout(push_constant) uniform PushConsts {
mat4 render_matrix;
VertexBuffer vertexBuffer;
} PC;
void main()
{
Vertex v = PC.vertexBuffer.vertices[gl_VertexIndex];
vec4 worldPos = PC.render_matrix * vec4(v.position, 1.0);
gl_Position = sceneData.lightViewProj * worldPos;
}