#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable // Vertex attributes layout (location = 0) in vec4 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec3 inColor; // Instanced attributes layout (location = 4) in vec3 instancePos; layout (location = 5) in float instanceScale; layout (binding = 0) uniform UBO { mat4 projection; mat4 modelview; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outViewVec; layout (location = 3) out vec3 outLightVec; out gl_PerVertex { vec4 gl_Position; }; void main() { outColor = inColor; outNormal = inNormal; vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0); gl_Position = ubo.projection * ubo.modelview * pos; vec4 wPos = ubo.modelview * vec4(pos.xyz, 1.0); vec4 lPos = vec4(0.0, 10.0, 50.0, 1.0); outLightVec = lPos.xyz - pos.xyz; outViewVec = -pos.xyz; }