27 lines
521 B
GLSL
27 lines
521 B
GLSL
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#version 450
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layout (location = 0) in vec3 in_position;
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layout (set = 0, binding = 0) uniform CameraProperties
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{
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mat4 view;
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mat4 proj;
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mat4 vp;
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mat4 inv_view;
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mat4 inv_proj;
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} globals;
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layout (location = 0) out vec3 out_uvw;
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void main()
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{
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out_uvw = in_position;
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// Convert cubemap coordinates into Vulkan coordinate space
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out_uvw.xy *= -1.0;
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// Remove translation from view matrix
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mat4 view_mat = mat4(mat3(globals.view));
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gl_Position = globals.proj * view_mat * vec4(in_position, 1.0);
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}
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