Kelsidavis-WoWee/assets/shaders/clouds.vert.glsl

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#version 450
layout(set = 0, binding = 0) uniform PerFrame {
mat4 view;
mat4 projection;
mat4 lightSpaceMatrix;
vec4 lightDir;
vec4 lightColor;
vec4 ambientColor;
vec4 viewPos;
vec4 fogColor;
vec4 fogParams;
vec4 shadowParams;
};
layout(location = 0) in vec3 aPos;
layout(location = 0) out vec3 vWorldDir;
void main() {
vWorldDir = aPos;
mat4 rotView = mat4(mat3(view));
vec4 pos = projection * rotView * vec4(aPos, 1.0);
gl_Position = pos.xyww;
}