#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 3) in vec3 inColor; #define lightCount 6 layout (binding = 0) uniform UBO { mat4 projection; mat4 model; vec4 lightColor[lightCount]; } ubo; layout(push_constant) uniform PushConsts { vec4 lightPos[lightCount]; } pushConsts; layout (location = 0) out vec3 outNormal; layout (location = 2) out vec3 outColor; layout (location = 3) out vec4 outLightVec[lightCount]; out gl_PerVertex { vec4 gl_Position; }; void main() { outNormal = inNormal; outColor = inColor; gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); for (int i = 0; i < lightCount; ++i) { vec4 worldPos = ubo.model * vec4(inPos.xyz, 1.0); outLightVec[i].xyz = pushConsts.lightPos[i].xyz - inPos.xyz; // Store light radius in w outLightVec[i].w = pushConsts.lightPos[i].w; } }