Deferred Lighting

This commit is contained in:
Harrison Corlett 2026-06-19 13:04:15 +01:00
parent 441bd95ddd
commit 8d219d2a35
224 changed files with 30309 additions and 385 deletions

View file

@ -1,9 +1,16 @@
#version 450
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec2 inTextCoords;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inTangent;
layout(location = 3) in vec3 inBitangent;
layout(location = 4) in vec2 inTextCoords;
layout(location = 0) out vec2 outTextCoords;
layout(location = 0) out vec4 outPos;
layout(location = 1) out vec3 outNormal;
layout(location = 2) out vec3 outTangent;
layout(location = 3) out vec3 outBitangent;
layout(location = 4) out vec2 outTextCoords;
layout(set = 0, binding = 0) uniform ProjUniform{
@ -20,6 +27,12 @@ layout(push_constant) uniform pc{
void main()
{
vec4 worldPos = push_constants.modelMatrix * vec4(inPos,1);
gl_Position = projUniform.matrix * viewUniform.matrix * push_constants.modelMatrix * vec4(inPos,1);
mat3 mNormal = transpose(inverse(mat3(push_constants.modelMatrix)));
outPos = worldPos;
outNormal = mNormal * normalize(inNormal);
outTangent = mNormal * normalize(inTangent);
outBitangent = mNormal * normalize(inBitangent);
outTextCoords = inTextCoords;
}